Friendly Fighter

ELDRED CROFTER's page

1,335 posts. Alias of Helaman.


Full Name

ELDRED CROFTER

Race

Male Human AKA "Talks-to-Toads"

Classes/Levels

Urban Ranger 6 (Favoured Class) / rogue sniper 3

Gender

AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2

Age

21

Alignment

Lawful Evil

Deity

Norborger

Languages

Common, Dwarvish and Infernal

Occupation

Career Criminal

Strength 18
Dexterity 23
Constitution 17
Intelligence 14
Wisdom 12
Charisma 8

About ELDRED CROFTER

Without belt of dexterity dex 21.

Traits:

Spoiler:
Convicted of Fraud and Attempted Murder
Punishment: Life in the Salt Mines and Death by Beheading
Benefit (Fraud): You gain a +2 trait bonus to bluff checks, and Bluff is always a class skill for you

Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Campaign Bonus Trait: "Wear your armor like a second skin.”
You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.

Combat
+1 Greatsword +12/+6 2d6 + 7 19-20 S
+ 1 Composite Longbow +4 str + 16/+11 1d8 + 5 19-20 p (weapon focus)
Dagger +11/+5 1d4 + 4 (+12 if thrown)

Feats:
Human - Deceitful (+2 to Bluff and Disguise)
Level 1 - Point Blank Shot
Ranger 2 - Precise Shot
Level 3 - Rapid Shot
Level 5 - Deadly Aim
Ranger 6 - Improved Precise Shot
Rogue 1 (level 7 feat) Iron will
Rogue 2 (Level 2 Rogue Talent: Weapon Training. Weapon Focus: Longbow)

BAB+8, HP 90, CMB +12, CMD 28
AC22 FF 17 Touch 16

Class Skills

Spoiler:

The *urban* ranger's class skills are Climb (Str), Craft (Int),Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
+ Rogue skills as class skills
- Bluff and Intimidate are also 'Class' skills

Skills
Level 1. Base 6 + 2 Int + 1 Human + 1 Fav Class Bonus and + 2 GM Bonus = 12.
Lvl 2,3,4,5,6 fav class to HP = 11 per level.

*Class Skills
*Acrobatics 6 + 15
*Climb 6 + 12
*Bluff 7 + 13 inc. trait (+ 17 vs Humans w. favoured enemy bonus)
*Craft: Alchemy 2 + 7
*Disable Device 7 + 19 (incl. trap finder class feature) +21 with MW Tools
*Diplomacy 9 + 11
*Disguise 6 + 10 (+20 with Circlet of Disguise)
*Escape Artist 4 + 13
*Intimidate 5 + 10 (inc. trait bonus from Int)
*Knowledge: Dungeoneering 2 + 8
*Knowledge: Geography 1 + 6
*Knowledge: Local 4 + 9
Knowledge: Nobility 3 + 5
Knowledge: Planes 5 + 7
Knowledge: Religion 5 + 7
*Profession: Sailor 1 + 5
*Perception 9 + 16 (+18 vs traps) (+18 for good outsiders/+20 for humans)* Incl. bracers
*Sense Motive 7 + 11 (+15 vs Humans)
*Sleight of Hand 3 + 12
*Stealth 7 + 16
*Survival 4 + 8 (+11 to track) (*add 4 for humans)
*Swim 1 + 7

Class Features

Spoiler:

Favoured Enemy: Human + 4 / Good Outsiders + 2
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.

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

Favored Community (Ex) - Capital of Talinguarde
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

Trapfinding (Ex)

At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.

A rogue/urban ranger adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sneak Attack (2d6)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Accuracy
At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

This ability replaces rogue trapfinding.

Evasion
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Deadly Range (Ex)
At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
This ability replaces trap sense.

Spells
1 - Gravity Bow / Lead Blades

*Equipment*
Mithral Breastplate +1
Greatsword +1
(+4 Str) Composite Longbow +1
Bracers of Falcons Aim
Belt of Dexterity +2

MW thieves Tools
Potion CLW (use on the battle with the evil electric things)
2 potions CMW (1 used on Agrippa)
Oil of Magic Weapon
2 Alchem fires 40gp
Scroll Case 1gp
5 sheets paper 1gp
Ink Vial 8gp
2 Ink Pens 2sp
5 pieces chalk 5 cp
1 piece charcoal 5sp
3 Wander Meals 1gp 5sgp
50 ft Silk Rope 10gp
Pathfinder Kit[1] (incl. dagger now in boot)
Silk rope 50gp and Grapple Hook 1gp
Silver Holy Symbol of Asmodeus
Iron Circlet (Mask of Disguise equivalent)
Lens of Detection
2290.5gp + 8,617 from Horn = 10907.5gp

Buying Bracers of Falcon’s Aim 4k
Belt of Dexterity 4k

2907.5 remaining

Minus 500gp as bribe to lord of Drownington

2407.5 left

1 Anti-Plague 50gp
2 Alkali flasks 30gp
3 Adamandite Blanch 300gp (2 used - see below)
1 Silver Weapon Blanch 5gp
1 Ghost Salt weapon blanch 200gp
40 Cold Iron Arrows 4gp
20 Alchemical Silver Arrows 3gp
1 Potion Invisibility 300gp
1 Potion Darkvision 300gp
1 Hammock 1sp
20 normal arrows (weapon blanched Adamandite)
= 1193.1

Left 1214.4

Oil of Bless weapon (Good) and oil of align weapon evil 350 gp
864.4 gp remaining

105gp on Flipperies. Clothes, Beauty services etc.

Before battle with the traitors
ring of protection+1
Amulet of nat armor+1
cloak of resistance+1
3008gp

[1]This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.

Background

Spoiler:

Its been a bad turn or two but thanks to a bit of nimble thinking, advance planning and a glib tongue I'm still breathing... and revenge? I have gotten that after a fashion... oh yes.

It was a typical t*#~ up. The plan was three fold, with one fold too many or a fold that should have been handled earlier. There I have only myself to blame... I should have cut that 'Dog' earlier.

Simple enough - One: Using Tyrone's connections, gain access to Grand Merchant Waterly's home and plant the seed documents for him to invest in our little venture capital scheme, Two: Develop Waterly's interest in plan, again using Tyrone to 'Vet' the numbers and provide a very favourable view... and Three? Kill Tyrone - he was a link, a complication, was claiming too much of the pie and besides, I abhor a lack of loyalty to the degree his venality revealed... its shows a weakness in character.

It wouldn't have been the first throat I'd cut - but I think it affected me... In truth, I have to say, honestly that I wanted him dead just a little too much and I think it showed. I got a feeling something wasn't right before that final meeting AND THAT'S WHEN I SHOULD HAVE KILLED HIM... also, be honest with yourself. You got greedy. Taking a separate contract on killing Tyrone was just bad business. You thought you could get a 'Two-Fer' didn't you?... and look where it got you.

In the dock, the one known as Eldred Crofter, wept silently, wet 'remorse' shining on his innocent features. Some of those in the courtroom winced and whispered, pointing at him in sympathy.

Has the witness anything to say in their defence?, the Judge asked.

Eldred Crofter stood, chains clinking, shoulders bowed.

Nay, your honour... the Court has treated me fairly and I am ready to accept whatever sentence is handed down... that's the only way I can be redeemed of this..., he choked up, this tragedy that cost a good man his life and a family its father. Do with me as you will.

The judge considered the young man and his previous testimony, and how he'd been dragged into a nefarious scheme that had cost the Grand Merchant his life. It was thanks to Eldreds testimony and evidence that they'd secured such a solid conviction against that Arch-Schemer and Montebank Tyrone Relg after all...

In light of you being a part of the fraudulent scheme that was so wide reaching that it has cost Talingarde itself tens of thousands of crowns in damage to the market confidence in our trade, this Court would NORMALLY sentence you to a life sentence in the Salt Mines. In the matter of the charge of Murder and the death of Grand Merchant Ergos Waterly and two of his guards, Stephen of Ronmark and Giles Smithson....

The judge paused and looked to the richly dressed stern faced men who stood in the back of the courtroom, who nodded their apparent satisfaction and then continued, In this matter the Court finds you 'Not Guilty', the bloody dagger that did that deed was in the possession of Tyrone Relg and the blame for this crime cannot be apportioned to you.

Sadly in the arrest, you were implicated in the struggle where Watch Captain Ryclar was injured nigh unto death, your testimony that you were merely trying to break up the struggle has been noted, but I must sentence you as 'Guilty' of Attempted Murder, as I will with those others who were in the Melee - it cannot be seen that we will tolerate such acts of violence against our Law Enforcement officers lightly.

Guards, take him away to Branderscar Prison... The sentence is death by beheading. The court will adjourn for the day.

- Notes -
Will be moving towards Assassin PrC
- started learning on Ettiquette/diplomacy/Nobility
- Religion/planes

L1 - Skill L2 - HP L3 - HP L4 -HP L5 -HP L6 -HP

Skills

Acrobatics 1-1-1-x-1-1-1-X
*Climb 1-1-x-x-x -1-1-x-1
Diplomacy x-x-1-2-2-1-1-1-1
*Disable Device 1-1-x-1-x-1-1-1
Bluff 1-1-1-1-1-1-x-1-1
Craft: Alchemy x-x-1-x-x-1-x-x
Disguise 1-1-1-1-1-x-x-x-2
Escape Artist 1-x-x-x-1-x-1-1-1
Intimidate 1-1-x-1-1-x-1-1-1
Knowledge: Dungeoneering x-x-1-x-x-1-x-1-x-x
Knowledge: Local 1-x-x-1-x-x-x-1-1
Knowledge: Geography x-x-1-x-x-x-x-x-x
Knowledge: Nobility x-x-1-x-x-x-x-1-1-1
Knowledge: Religion x-x-1-x-x -1-1-1-1
Knowledge: Planes x-x-1-x-1-x-1-1-1
Profession: Sailor x-x-x-1-x-x-x-x-x
Perception 1-1-x-1-1-1-x-2-1-1
Sense Motive 1-1-x-1-x-1-x-1-1-x
Sleight of Hand 1-x-x-x-x-1-x-1-x
Swim x-1-x-x-x-x-x-x-x
*Stealth 1-1-1-1-1-x-1-1-x
Survival x-1-x-x-1-1-1-x-x

*Equipment/Loot log*
MW Chain Shirt Sold
MW Longsword Sold
MW Composite Longbow +1 str Sold
20 arrows in Quiver
MW thieves Tools
Potion CLW
Oil of Magic Weapon
-
Pathfinder Kit[1] (incl. dagger now in boot)
Silk rope 50gp and Grapple Hook 1gp
Silver Holy Symbol of Asmodeus
Iron Circlet (Mask of Disguise equivalent)
466gp

Additional
Share of spell scroll 66gp
2 Alchem fires 40gp
Scroll Case 1gp
5 sheets paper 1gp
Ink Vial 8gp
2 Ink Pens 2sp
5 pieces chalk 5 cp
1 piece charcoal 5sp
3 Wander Meals 1gp5sgp
50 ft Silk Rope 10gp

122gp 2gp and 5cp

Remaining 343.75

+2117
+1 greatsword
+1 composite longbow(+4str)
+1 chain shirt (sold)
3,412 gp + 500

Farholde
30gp suit, 10gp bribes/information finding.

Notes: Need to sell MW Chain Shirt (250/2)125, MW Longsword (315/2)=157.5, MW Composite Longbow +1 str (500/2)=250 and +1 chainshirt (1250/2)=625 = total 1157.5

Total after sales 7490.50 Buying Mithral Breastplate +1 if avail = 5200

= 2290.5gp

Adding 2181 after battle with mercenaries of the horn battle

= 4471.5gp

[1]This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.

1 Anti-Plague 50gp
2 Alkali flasks 30gp (pre-bought with 3 week wait)
3 Adamandite Blanch 300gp (pre-bought with 3 week wait)
1 Silver Weapon Blanch 5gp (pre-bought with 3 week wait)
1 Ghost Salt weapon blanch 200gp(pre-bought with 3 week wait)
40 Cold Iron Arrows 4gp
20 Alchemical Silver Arrows 3gp
1 Potion Invisibility 300gp
1 Potion Darkvision 300gp
1 Hammock 1sp

1192.1gp

10 sunrods 10gp

Earned 80gp for assassination/intimidation
-1gp for used sun rod and -1gp for entertainment.