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Edgar Largass's page

42 posts. Alias of Stomphoof.


About Edgar Largass

Edgar Largass
Male Human
Ranger (Urban Ranger Archetype) 1
LN Medium Human
Init: +3, Perception: +6
Languages: Human, Orcish, Elven, Dwarven

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=====================DEFENSE=====================
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AC 19, Touch 14, Flat-footed 15, CMD 15
HP 11/11 (1d10+1)
Fort: +3, Ref: +5, Will: +2

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=====================OFFENSE=====================
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Speed: 20ft (4 Squares)
Melee Warhammer +4 (1d8+2 x3)
Ranged Longbow +4 (1d8 x3) 40 Arrows
Space: 5 ft. Reach: 5ft
Base Atk: +1, CMB: +2

Favoured Class: Ranger
Favoured Class Bonus
1st Level - +1 Skill Point

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====================STATISTICS====================
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Abilities: Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 8 (-1)
Feats: Simple and Martial Weapon Proficiency, Light and Medium Armor Proficiency, Shields, Weapon Focus (Warhammer), Dodge

Skills: Survival (+6), Knowledge Local (+6), Perform Act (+4), Disable Device (+7), Intimidate (+3), Knowledge Dungeoneering (+6), Perception (+6), Spellcraft (+6), Stealth (+6), Climb (+5)

Class Skills (9 Ranks per Level): Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Perform (Act) (Cha), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).

Human +2 Stat Bonus - Applied to Dex

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=================SPECIAL ABILITIES=================
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Trait (Campaign) - Child of Infamy
Your family has long been in show business. Perhaps it was your parents, or an older sibling, or an uncle or aunt—whatever the case, one of your close relatives is, or was, a well-known and well-loved actor or actress. That this relation died in some compromising and embarrassing way has done little to alter your family’s name and fame—if anything, the unfortunate death has increased it. When folk learn your last name, they are quick to assume you live a wild life like your ill-fated relative, and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting scene have had their effect. You’ve certainly inherited your relative’s talents, and are a larger-than-life figure, a melodramatic attention-hound, or a sly manipulator of emotions. You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you’ve inherited some of your relative’s funds, and begin play with a nest egg of 300 gp that you can spend however you wish.

Parents were in show business, running a small theatre that was successfull. They were murdered by a local crime boss, and when that happened Edgar joined the guard.

Trait - Armor Expert
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

1st Favored Enemy - Humans (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
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.

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===========DESCRIPTION AND INFORMATION============
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Edgar is a fairly average looking young man, with black hair, blue eyes, and an lithe build. He stands about 6 feet tall and is thin.

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===================BACKGROUND===================
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Growing up in Westcrown, Edgar always understood the way of the world. Or at least, as a child, he thought he did. His parents ran a small but fairly well known theatre they called "The Golden Chalice", which Edgar thought was absolutely silly. He grew up treated well, his parents providing him a solid education in acting, but he was never one for the stage, always dour, always serious, and never comfertable around large groups of people.

In fact, his favorite activity was seeing how far he could get and how long he could avoid his parents. One day, when he disappeared from his bedroom and snuck out into the streets, the young human ran into a Half Orc, literally. He slammed right into him while running, and the two were knocked down. Edgar helped the other youth up, apologizing profusely and constantly glancing over his shoulder. He introduced himself, and offered to buy the half orc a pastry if he kept quiet about seeing him. The other youth agreed.

That was the beginning of the friendship between Edgar and Rhys.

The two young men were as thick as thieves for several years, sharing in all sorts of mayhem, as youths are likely to do. However, during Edgar's 16th year of life, things changed. His parents were killed by a local crime boss, who was angry that Edgars parents were not paying protection money. Almost at the same time, Rhys was dragged off by a press gang, and sold into slavery. The two seperated, and Edgar decided that he would have to hunt down those who took his family from him. From that day forward Edgar joined the guard, devouted himself to the skills needed to track those who would break the law.

Several years passed, and one day Edgar got wind that the man who had bought his friend had died. He quickly began the paperwork to get his friend freed, having worked in the system for the last several years, and moving up in rank to become a tracker in the guard. He was successful in freeing his friend, and was happy to be reunited.

However, Rhys seemed less then pleased by the outcome, and the two began to have a rivalry. Edgar could not understand why his friend was upset when the system had in fact worked, as he saw it. When Rhys disappeared yet again, Edgar was put on task to track him, to find him and bring him back in under suspicious of sedition and treason against the rulers.

Since then Edgar has done his best to hide any evidence of his friend, while at the same time trying to get in contact with him and help him understand that the system can in fact change from within, and that trying to start a revolution is the worst thing possible.

Unfortunatly for Edgar, the guard caught wind of him trying to hide evidence and has expelled him. Since that time, Edgar has continued to try to change things by following the law, but his power is now limited.

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============EQUIPMENT AND POSSESSIONS=============
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Adventuring Attire
Armored Coat (20lbs) (50gp) (-1 Check Penalty) (+4 Ac, Max Dex +3, Don as Move Action)
Light Steel Shield (6lbs) (-1 Check Penalty) (+1 AC, can be used to Bash as a Light Weapon, Offhand Weapon)

Belt Pouch
3 Cure Light Wounds Potion CL 1

Backpack
Bedroll
10 Trail Rations
Waterskin
2 Waterproof Bags
Quiver
Everburning Torch

Wealth: 194gp
Total Value: 281gp
Light Load: 43lb
Medium Load: 44-86lbs
Heavy Load: 87-130lbs
Total Weight: 50lbs

Notes:

Handy Links: