About Cozil Cornmall, RangerCozil Cornmall
Background: Name: Cozil Cornmall
Motivation: loyalty/integrity
Eyes: green
Main Weapon: dagger Favourite Sin: Gluttony
Sucker for: singing and dancing
Satisfaction with life: 80%
When his father said he never make anything of his life with his dogs and his slinking about and swordplay, Cozil set his heart to prove his father wrong. Besides, he never wanted to join his father peddling bizarre art from across Galorion anyway. With his modest earnings from training dogs, he bought some gear and set off to explore the world, to make a name for himself, with two of his dogs - Rogar and Dolgrin. When word reached him that a team of Halflings was wanted to clear the Stolen Lands he knew he had,axe the right choice. Besides, reopening the trade routes would help his family enormously. His father was going mad, it would seem, giving Cozil such useful advice as, Encountering a candle in a grove of teak trees is an omen of a victory unless you have a lucky charm; An entertainer seeing a dove on a cloudy day is a sign that you will soon encounter a challenge, and Always call on a deity while the sun sets. He is beginning to doubt his own sanity, as he finds himself quoting these more often, and sometimes believing them. His mother gave Cozil a very small mahogany charm with the sun and a rainbow on the front and nothing on the back. He has wondered on this for many nights as he lay in bed as it is not anything special, like an heirloom, to his knowledge, and it doesn't even seem that well made. It now resides in a small hemp pouch in the inside pocket of his leather vest. Cozil's has many siblings, all still alive and well, working mundane jobs - most of them working for their parents. Cozil has a tattoo that reads Pride, Passion, Merit on the inside of his right forearm. His left upper arm is tattooed so that two of his moles make part of the six of the bright stars that form the constellation of The Horn. The constellation represents a mortal who crossed the gods. It is most significant during summer, when it appears setting towards the Southern horizon. It is related to the constellations representing a torch, a hound and a sorceror. Those born under it are often good with animals.
Point-buy: (in order)
16 (10), 10 (0), 14 (5), 14 (5), 12 (2), 8 (-2) Ability Scores: after racial mods
Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 10 (+0) Defences: Hit Points: 10 Ranger +2 Con =12 Fort: 3 Ranger +2 Con +1 Halfling = +6 Ref: 3 Ranger +1 Dex +1 Halfling = +5 Will: 0 Ranger +1 Wis +1 Halfling = +2 Speed 20' or 15' in Armoured Coat or 40' Mounted Armoured Coat (ACP -2)
Leather Armour (ACP 0)
Feats and Class Abilities: 1 - Weapon Focus (Daggers) Ranger Feats - Ranger's Focus, Track, Wild Empathy.
Track (Ex) : A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex) : A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills ). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Offence: BAB: +1 CMB: +2: +1 BAB, +2 Str, -1 size. CMB with dagger: +4: +1 BAB, +2 Str, +1 Weapon Focus CMD: 13: 10 +1 BAB, +2 Str, +1 Dex, -1 size. Melee Attack: Dagger (Crit 19-20) x2
Ranged: Dagger (Crit 19-20) x2, 10' range increments
Trained Skills: 6 Ranger+2 Int +1 FC = 9
ACP: -2 or 0 Handle Animal ( Cha ), 1 Rank +3 CS +0 Cha +2 racial +1 trait = +7
Next Round, skills to train: Climb, K dungeoneering, Heal?
Traits: Pioneer (Campaign): Start play with a horse (riding dog), and gain a +1 trait bonus to a skill (Handle Animal). Anatomist (Combat): You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Languages: Common, Halfling, Elf Racial Traits: +2 Dexterity, +2 Charisma , –2 Strength : Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small : Halflings are Small creatures and gain a +1 size bonus to their AC , a +1 size bonus on attack rolls , a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense , and a +4 size bonus on Stealth checks. Slow Speed : Halflings have a base speed of 20 feet. Fearless : Halflings receive a +2 racial bonus on all saving throw s against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck : Halflings receive a +1 racial bonus on all saving throws. Low Blow : Some halflings train extensively in how to attack larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces the keen senses racial trait.[Keen Senses : Halflings receive a +2 racial bonus on Perception skill checks.] Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.[Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.] Weapon Familiarity : Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages : Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Gear and Encumbrance: 170.6 gp gear 4 gp, 4 spin coins. Str 14
Cozil, 30 lbs
Riding dog - Trait
Saddle bags, 4 gp, 4 lbs
Backpack, 2 gp, 1 lbs
Cozil's gear and backpack = 25.5 + 28 = 53.5 lbs (Light load)
Dog's encumbrance
Rogar (riding dog): Cozil and gear + saddle + Barding = 55.5 + 15 + 15 = 85.5 lbs Dolgrin (guard dog): Saddlebags and gear and armour + backpack = 55 + 28 = 83 lbs
Dog stats:
Dog, Riding This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest. Riding Dog CR 1 XP 400 N Medium Animal Init +2; Senses low-light vision, scent ; Perception +8 Defense AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 Offense Speed 40 ft. Melee bite +3 (1d6+3 plus trip ) Statistics Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus ( Perception ) Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Ecology Environment any Organization solitary, pair, or pack (3–12) Treasure none Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.
Follow Tracks:
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.
You move at half your normal speed while following tracks (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table. Surface Survival DC
Soft Ground : Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground : Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground : Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Condition Survival DC Modifier
Action : Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.
Diplomacy:
( Cha )
You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem. Check : You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step. You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion). Starting Attitude Diplomacy DC
Request Diplomacy DC Modifier
Action : Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants. Try Again : You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.
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