Sosiel Vaenic

Ekun's page

6 posts. Alias of Knight of Yesterday.


About Ekun

Ekun

Male human ranger (infiltrator, skirmisher) 5

NG Medium humanoid (human) 

Init +5; Senses Perception +9

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Defense

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Armor class 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 46 (5d10+10) 

Fort 6, Ref 7, Will 3 

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Offense

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Speed 30 ft. 

Melee MW longsword +11 (1d8+4 S/19-20x2)
Ranged +1 composite longbow +11 (1d8+5 P/×3) 

Special Attacks combat style (archery), favored enemy (giants +4/undead +2) 

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Statistics
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Str 18, Dex 18, Con 14, Int 10, Wis 14, Cha 8 

Base Atk +5; CMB 9; CMD 23 

Feats Power Attack (EitR, free), Deadly Aim (EitR, free), Combat Expertise (EitR, free), Precise Shot (1st level, human bonus), Weapon Focus [bows] (1st level), Rapid Shot (Ranger bonus), Combat Reflexes (3rd level), Reckless Aim (5th level) Boon Companion (Bonus GM)

Traits reactionary (combat), sword scion (campaign) defensive strategist (religion), zealous (Race), over protective (drawback)

Skills Climb +12, Handle Animal +7, Knowledge (geography) +8, Knowledge (nature) +8, Perception 10, Ride +11, Stealth +11, Survival +10, Swim +12

Languages Common,
SQ adaptation (+2 Natural armor bonus), hunter's bond (Animal Companion), track +2, wild empathy +4 

Combat Gear MW Longsword, MW Studded Leather, +1 Composite Longbow
Other Gear

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Special Abilities
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Adaptation [+2 natural armor bonus] (5 10 minute increments/day) (Ex) Temporarily gain characteristics of your favored enemies. 

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
Combat Expertise Take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Deadly Aim -2/+4 You can subtract from your ranged attack roll to add to your damage. 

Defensive Strategist You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Favored Class Bonus +5 to companion’s hit points
Favored Enemy (Giants +4, Undead +2) (Ex) +2/4 bonus on weapon attack and damage rolls as well as Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.
Hunter’s Tricks 4 uses /day
* Bolster Companion (Ex): The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
Over Protective If an ally falls unconscious from hit point damage, take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from the fallen ally.

Power Attack -2/+4 You can subtract from your melee attack roll to add to your damage. 

Precise Shot You don't get -4 to hit when shooting or throwing into melee. 

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reactionary +2 trait bonus to initiative.
Reckless Aim When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.
Sword Scion You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Track +2 Add the listed bonus to Survival checks made to track. 

Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Zealous Once per day, you can add a +2 trait bonus on any attack roll, saving throw, or skill check. You must choose to apply this bonus before rolling the die. When you use this ability, you take a –2 penalty to your AC and on saving throws until the end of your next turn.

Animal Companion:

Male dog (wolf)
N medium animal
Init 3; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 48 (5d8+15 con, +5 fcb, +5 feat)
Fort 7, Ref 8, Will 2
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Offense
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Speed 50 ft.
Melee bite +6 (1d6+2+trip B & P & S)
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Statistics
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Str 14 Dex 18, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB 5; CMD 16 (20 vs. trip)
Feats Dodge, Toughness, Weapon Focus (bite)
Skills Acrobatics +8 (+16 to jump), Perception +6, Stealth +8, Survival +3 (+5 when tracking by scent), Swim +6
Racial Modifiers +4 Survival when tracking by scent
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Special Abilities
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Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Tricks
* Attack (X2): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
* Come: The animal comes to you, even if it normally would not do so.
* Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
* Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
* Guard: The animal stays in place and prevents others from approaching.
* Heel: The animal follows you closely, even to places where it normally wouldn’t go.
* Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
* Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

Fluff:

Ekundayo, or Ekun to his friends, isn't too talkative. Even after earning his trust, one would need a lot of patience to learn something about his past. An experienced ranger, a former mercenary, a devout worshipper of the dwarven god Torag... A soul on the verge of despair. When you meet him, he has nothing left to lose and only hopes to live long enough for a bloody revenge. Will you let his hatred consume him—or will you give him a new hope, a new place in life, a new home to fight for?

Ekun's family came from the south, from the hot deserts of Thuvia, but he's never seen the land of his ancestors. His true motherland is Absalom—the great city at the center of the world, where one can meet people of every known nation, every religion, and every creed. After the death of his parents, he went to seek his fortune in the northern continent of Avistan, where he traveled back and forth before ending up in the turbulent Stolen Lands.

In battle, Ekundayo relies on his trusty bow, sending death from afar, but he also can protect himself in close combat, armed with a sword. He has no need for heavy armor but handles shields well. A faithful hound accompanies him, always ready to help.
Ekun is a man of action, not a scheming diplomat. Should you decide to rely on his help in ruling the kingdom, you will benefit from his physical abilities and combat skills. He can do well protecting you and your people—or enforcing your orders, even the unpopular ones.