Neolandis Kalepopolis

Desmond Aesculus's page

1,430 posts. Organized Play character for Signboy77.

Full Name

Desmond Aesculus


(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50


Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3


HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)

Strength 18
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Desmond Aesculus

PFS #64554-1
Male Human Ranger 11
N Medium Humanoid (Human)
XP 30 Fame 51 Current PP 34
Initiative +6 (+4 in Urban, +2 in Underground);
Senses Perception +14 (+4 in Urban, +2 Underground)


AC 26, touch 17, flat-footed 21 (+8 armor, +4 Dex, +2 deflection, +1 dodge, +1 natural armor)
HP 101 (11d10+31)
Fort +10, Ref +12, Will +7
Defensive Abilities None Immune None


Speed 30 ft.
Melee +1 Keen Smine falchion "Dingo" +16/+11/+6 (2d4+7/15-20) or
masterwork silver Morningstar +16/+10/+6 (1d8+6/x2) or
Ranged +2 adaptive composite longbow (+4 Str) +17/+12/+7 (1d8+6/x3)
Offensive Abilities:
Power Attack(-3 to Melee Attack, +9 [2-handed] to damage)
Favored Enemies (+6 to Att and Dam vs. Humans, +2 vs. Chaotic Outsiders, +2 vs. monstrous humanoids)
Deadly Aim (-3 to Ranged Attack, +6 to Damage)


Ranger Spells Prepared: (CL 7, Concentration +10)
3rd (2/day) - instant enemy, instant enemy
2nd (2/day) - barkskin, cat's grace
1st (3/day) - longstrider, magic fang, air bubble

Statistics & Skills:

Str 18, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Base Attack +10; CMB +14; CMD 31
Feats Power Attack, Quick Draw, Rapid Shot, Endurance, Dodge, Deadly Aim, Precise Shot, Boon Companion, Critical Focus, Improved Precise Shot, Bleeding Critical

(Total Ranks = 81 [60 Class, 10 Human, 1 Fav. Class, +10 Headband of Vast Intelligence (Acrobatics)])
Acrobatics +14 [11]
Appraise +0
Bluff -1
Climb +10 [1]
Craft +1
Diplomacy -1
Disguise -1
Escape Artist +3
Fly +3
Handle Animal +13 [11]
Heal +9 [3]
Intimidate +9 [5]
Knowledge (Dungeoneering) +11 [7]
Knowledge (Geography) +8 [4]
Knowledge (Nature) +12 [8]
Perception +17 [11]
Perform (Comedy) 0 [1]
Ride +3
Sense Motive +2
Spellcraft +7 [3]
Stealth +11 [5]
Survival +17 [11]
Swim +10 [4]
Armor Check -1 (already applied to the DEX and STR based skills)

Traits, Languages, SQ & Gear:

Traits Reactionary, Bad Reputation
Languages Common
SQ Favored Enemy (Undead & Chaotic Outsider +2, Human +6), Track, Wild Empathy, Combat Style: Archery, Favored Terrain (Urban +4, Underground +2), animal companion (wolf named Sahrek), Woodland Stride, Swift Tracker, Evasion, Quarry
Combat Gear potion of Darkvision, holy water (4), potion of fly, scroll of instant enemy, 4 antitoxins, 4 antiplagues
Other Gear handy haversack, efficient quiver, cloak of resistance +3, +2 mithral breastplate, belt of physical might +2 (DEX & CON), +2 composite adaptive longbow, +1 Keen Smine falchion "Dingo", ring of protection +2, amulet of natural armor +1, cold iron/silvered Arrows (10), cold iron/ghost salt arrows (10), cold iron arrows (40), +1 bane (monstrous humanoid) arrows (20), silk rope (50 ft.), backpack, flint & steel, 3 days' rations, signet ring, crowbar, waterskin, bandolier, wrist sheath (spring-loaded), dagger, wayfinder, House of Thrune token, touch of the sea potion, headband of mental prowess (Wis & Int [Acrobatics]) 2000 pp, 3074 gp 6 sp

PP Purchases:
1 Wand Cure Light Wounds (2 PP)
1 Farmstead - allows Handle Animal rolls for Day Job (5 PP)
2 Restorations (4 PP each)
Bone Wayfinder 2 PP

Scenario Purchases/Looted Items/Used Ammo:

Purchased items:

Special Abilities:

Special Abilities

Favored Enemies (Human +6, Chaotic Outsider +2, monstrous humanoids +2) Desmond gains a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Human enemies. Likewise, he gets a +6 bonus on weapon attack and damage rolls against them. Desmond gets a +2 bonus to those same things against Chaotic Outsiders and Monstrous Humanoids. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy 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: Archery At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used. 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.

Precise Shot Desmond does not take the -4 modifier to his attack roll when using a range attack against an opponent involved in melee combat.

Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Favored Terrain (Urban+4, Underground +2) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Power Attack You can choose to take a –3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deadly Aim You can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls.

Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Hunter's Bond This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Farmstead PP reward. This allows Desmond to use the Handle Animal skill for Day Job rolls.

Sah-rek the Wolf (Animal Companion):


Effective Druid Level 10
N Large animal
Initiative+2; Senses low-light vision, scent; Perception +5

AC 26, touch 12, flat-footed 23 (+3 armor, +3 DEX, -1 size, +11 natural)
HP 95 (9d8+55 [45 Con, +1 Fav. Class, +9 toughness])
Fort +11, Ref +9, Will +6;

Speed 50 ft.
Melee bite +13/+8 (2d6+10 & trip)
Trip +15 vs. CMD

Str 25, Dex 16, Con 20, Int 2, Wis 12, Cha 6
Base Attack +6; CMB +13; CMD 27 (31 vs. trip)
Feats Improved Natural Armor, Weapon Focus (bite), Improved Natrual Attack, Toughness, Iron Will
Acrobatics +7 [2]
Climb +11 [2]
Escape Artist +2
Fly +2
Perception +8 [4]
Ride +2
Sense Motive +1
Stealth +2
Survival +1
Swim +11 [1]
SQ tricks, Link, Share Spells, Devotion
1-2. Attack All Creatures
3. Heel
4. Down

Bonus Tricks
1. Stay
2. Guard
3. Flank
4. Track

Special Abilities

Sahrek shares Desmond's Favored Enemies and Favored Terrain.
Share Spells

Scenario Rewards & Boons:

Taxfest 7413 AR Boon

House Thrune's Favor: (4-11 The Disappeared) Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus to you only.

Scholar of the Gates of Ajar: (4-EX Day of the Demon) You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.

Koboldfriend: (3-02 Sewer Dragons of Absalom) You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a toke of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.

True Ally of the Lantern Lodge: (4-21 Way of the Kirin) Amara Li recognizes your invaluable contribution in ensuring a strong alliance with the Way of the Kirin, and she promises to assist you in the future. Whenever you spend 1 PP to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.

Sendeli Foxglove's Favor: (3-24 The Golden Serpent) You earned the favor of prominent Ivy District businesswoman Sendeli Foxglove. Whether this favor develops into a close friendship, a strategic business relationship, or a romantic tryst is up to you, but Sendeli's favor may well open doors for you both in Absalom and abroad as you remain in her good graces.

A Fair Trade: (5-02 The Wardstone Patrol) Mendev has no shortage of underground markets, and after helping connect Guaril Karela with a few contacts, you're able to negotiate a good deal with one of the local fences. When you're in a settlement with 5,000 or more people, you may spend 1 hour to find and negotiate with a fence to exchange any one magic item in your possession worth up to 2,500 gp (5,500 gp in Subtier 6-7) for any other magic item of equal or lesser value normally available for purchase in Pathfinder Society Organized Play. When you use this boon, cross it off your Chronicle sheet.

Lore of the Lotus Annals: Your time transcribing or transporting the rare ancient Nagaji text known as the Lotus Annals has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.

Accumulating an Army (Mammoth Riders): You successfully recruited the aid of a small, capable tribe of Kellid people hardened by years of constant strife, and they are ready to aid you when the Pathfinder Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the mammoth riders.

Shortcut to the Center of the World: With the backdoor into the Hao Jin tapestry secured for the Pathfinder Society's use, travel between the Grand Lodge in Absalom (where the physical tapestry hangs) and the wilds of Varisia is shortened from a costly or time-consuming journey to little more than quick entry into the tapestry and exit into the Well of Tainted Virtue. Whenever you are adventuring in Varisia, you may take advantage of any boon or vanity that relies on you being in the city of Absalom as if you were in the city.

Cornered Fury: Your trials within Round Mountain gave given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you are reduced to half or fewer of your total hitpoints, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class.

Dogged Adventurer: You fought hard to reach the center of Round Mountain and the ratfolk pagoda located therein. Far from your means of exiting the Hao Jin tapestry, you chose to continue with your mission, foregoing the chance to return to Absalom and the Material Plane to resupply or receive healing. If your next Chronicle sheet for this character is from Pathfinder Society Scenario #3-22: Rats of the Round Mountain, Part II: Pagoda of the Rat, you ma receive a special reward at the scenario's conclusion.

Hoofbrother: Word of your exploits in assisting the Cangarit tribe spread among the centaur peoples of the Inner Sea. You gain a +2 bonus on all Diplomacy checks made against centaurs.

Spearmind: In thanks for your efforts to ensure her tribe's safety, and to increase your chances of being victorious in the Ruby Phoenix Tournament, Nashota imparts to you knowledge of traditional centaur defenses against spear attacks. You gain a +1 dodge bonus to AC against all attacks with weapons in the spears weapon group (page 56 of CRB).

Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. +1 Bane (Monstrous Humanoid)