Kellid

Einor's page

12 posts. Alias of Celestial.


Race

Human (Taldan/Ulfen)

Classes/Levels

Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

Gender

Male

About Einor

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EINOR
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Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1
CG Medium Humanoid (Human)
Favored Class Ranger; Deity The Green Faith
Init +2; Senses Perception +6
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DEFENSE
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AC 17 (+5 Armor, +2 Dex), Touch 12, Flat-Footed 15
HP 11 (1d10+1)
Fort +4; Ref +4; Will +2
Northern Ancestry +1 Trait Bonus to Fortitude Saves
Resist Cold 2
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OFFENSE
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Speed 20 ft.
Melee Greataxe +5 (1d12+6, 20/x3)
Ranged Longbow +3 (1d8, 20/x3)
Space 5 ft.; Reach 5 ft.
SA Favored Enemy (Ex) (Humanoid [Human]) +2
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STATISTICS
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Str 18; Dex 14; Con 12; Int 10; Wis 14; Cha 8
Base Attk +1; CMB +5; CMD 17
Traits Bastard, Northern Ancestry
Feats Cleave, Power Attack
Skills Heal +6, Knowlege (Geography) +4, Knowledge (Nature) +4, Linguistics +1, Perception +6, Sense Motive +7, Stealth +6 (+2), Survival +6; ACP -4
Bastard +1 Trait Bonus to Sense Motive Checks
Favored Enemy +2 Bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival Checks vs. Humanoid (Human) Enemies
Track +1 Bonus to Survival Checks to Follow Tracks
Languages Skald, Taldane
SQ Track (Ex), Wild Empathy (Ex)
Combat Gear Greataxe, Longbow w/ Arrows (40), Scale Mail
Other Gear Cold-weather Outfit, Ranger's Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Iron Pot, Mess Kit, Rope, Soap, Torches [5], Trail Rations [5 Days], Waterskin), Traveler's Outfit
Encumbrance Light Load (99.5 lbs.)
Money 9 gp, 7 sp
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SPECIAL ABILITIES
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Bastard You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Bonus Feat A Human selects one extra feat at 1st level.
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Favored Enemy (Ex) (Humanoid [Human]) 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.
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 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. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skilled A Human gains an additional skill rank at first level and one additional skill rank whenever he gains a level.
Track (Ex) A Ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.
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BACKSTORY
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Einor is a former member of the High Sentinels, a defunct group of Taldan rangers who used to patrol and protect southern Taldor's Border Wood against Qadiran raiders. As one of only a handful of survivors, he essentially became a free agent after the Sentinels were decimated by fey-backed bandits. And with no real ties left to keep him in the Zimar Prefecture of Taldor, he eventually made his way west to Absalom on the Isle of Kortos.

With his skills as an outdoorsman and warrior, Einor was quickly approached by an interested agent of the Pathfinder Society for recruitment. Luckily, the appeal of having the sponsorship of a large and widely-recognized institution made his choice very easy. He joined the Society and currently works for it as one of its field operatives. And although he tries to avoid getting caught up in the organization's internal politics, he has promised his support to the Grand Lodge faction as a form of gratitude for its initial scouting and recruitment of his services.