![]()
About Daerokh ArrandurAdvancement Choices:
1st: Ranger; 1st Favored Enemy (Humanoid - Giant), Track, Wild Empathy; Favored Class (Ranger), +1 hit point
2nd: Ranger; Combat Style Feat (Rapid Reload); Favored Class (Ranger), +1 hit point 3rd: Ranger; Endurance, 1st Favored Terrain (Urban); Favored Class (Ranger), +1 hit point; ABP (Resistance +1) M Dwarf Ranger 3 Age 45 LG Medium Humanoid (Dwarf) Patron Deity: Torag Init +2; Senses Darkvision (60 ft.); Perception +8 --------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 DEX) Hit Points 32 Fort +7, Ref +6, Will +5 --------------------
Speed 20 ft. Melee Battleaxe +4 (1d8+2 x3) or Dagger +4 (1d4+2 19-20/x2) Ranged Dwarven Heavy Pelletbow +4 (1d6 19-20/x3) 60' range increments or Dagger +4 (1d4+2 19-20x2) 10' range increments Space 5 ft., Reach 5 ft. --------------------
Str 14, Dex 15, Con 16, Int 12, Wis 16, Cha 9 Base Atk +3; CMB +5; CMD 17 Traits:
Defensive Strategist (Religion) - Used to defending his family's caravans from ambushes by mutants, giants and occasionally the Cindersnort Goblins, Daerokh has developed tried-and-true strategies to defend himself from unexpected attacks. Feats:
Skills (9 points; 6 ranger, 1 Int, 2 background): Adventuring Skills
Background Skills
Racial Modifiers: +2 Constitution, +2 Wisdom, –2 Charisma, Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity Languages: Common, Dwarven, Giant --------------------
Location: On Person
Money: 5 GP 8 SP 0 CP Hot Weather Outfit 4 lbs. - 8 GP
Battleaxe 6 lbs. - 10 GP
Artisan's Tools (Alchemy) 5 lbs. - 5 GP
Gunslinger's Kit 31 lbs. - 26 GP
Total Encumbrance: 113 lbs. (Medium) --------------------
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. 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. Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. If the ranger selects crossbow, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. --------------------
Spells Per Day/Bonus Spells N/A until Daerokh qualifies for Ranger spellcasting at 4th level. Spells Prepared N/A until Daerokh qualifies for Ranger spellcasting at 4th level. ===================================================
Ten-Minute Background:
Background Elements:
1. Daerokh is a young dwarf, evidenced by how his beard is comparatively short compared to his braided, black hair. His wiry frame is unusually slim for a dwarf, though he is no less strong and hardy than his kin. He has a sweet-natured smile and kind blue-green eyes. 2. He is one of the younger sons of Clan Arrandur, a family of merchants in Dongun Hold whose caravans travel the length and breadth of the Mana Wastes, with clients even as far as Quantium in Nex. With older siblings and cousins poised to inherit the family businesses, Daerokh has made himself useful as a caravan guard but is starting to grow bored with it. 3. While Daerokh is a noble-hearted and generous man, he can also be rather naive. Honest to the point of bluntness and too trusting of others, he sometimes finds he prefers exploring and hunting in the Mana Wastes, alone with his thoughts and his weapon. 4. Daerokh considers himself a bit of an amateur historian, proud of the accomplishments of his ancestors in Dongun Hold, and intrigued by how much Alkenstar, its neighbor, has changed even in the few decades he's been alive. Now that he's come of age, he hopes to make his own mark on history and create a legacy to match his kins'. 5. Ever the careful craftsman, Daerokh treats his gear and weapons with great care, always tinkering and polishing to make sure they perform at peak efficiency and look their best. Goals:
Secrets:
Connections:
Memories, Mannerisms and Quirks:
|