About Ekundayo
Ekundayo
Male Human (Thuvian) Ranger 5
LG Medium humanoid (human)
Init +6; Senses: Normal Sight; Perception +?
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Defense
AC 15, touch 15, flat-footed 13 (+5 Dex, +? Armor)
HP 43 (10 + 4d10 + 10 + 4)
Fort +6, Ref +8, Will +3;
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Offense:
Speed 30 ft.
Melee: Rapier +9, +2 dmg (2d4, 18-20/x2) slashing (Weapon Finesse Feat)
Ranged: Composite Longbow +10 (1d8+2/x3)
Rapid Shot Composite Longbow +8/+8 (1d8+2/x3)
BAB +5, CMB +7 , CMD 21
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Statistics
Str 14 (+2), Dex 18 (+4), Con 15 (+2), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)
(+2 NPC bonus on Dex, +1 4th level bonus on Str)
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Feats:
Point Blank Shot (Human) +1 to hit and damage when using ranged weapons within 30’
Weapon Focus: Longbows (1st Level) +1 to hit with Longbows.
Precise Shot: (2nd Level Archery Style) Can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on attack roll.
Deadly Aim:(3rd Level) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.
Endurance (3rd Level Ranger) +4 bonus on specific checks involving exhaustion.
Rapid Shot (5th Level) When making a full-attack with a ranged weapon, may fire one additional time during the round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
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Traits: (2 + 1 Campaign)
Reactionary: (1st Level) + 2 trait bonus on initiative checks.
Magical Knack: Ranger caster level gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (Effective level 3 caster).
Rostlander Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
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Skills (35 ranks)
Acrobatics (+4)
Appraise (+0)
Bluff (+0)
Climb (+7), 2 ranks + 3 class skill + 2 Str
Craft (Arrows) (+5) 2 ranks + 3 class skill
Diplomacy (+0)
Disguise (+4)
Escape Artist (+4)
Fly (+4)
Handle Animal (+6), 3 ranks + 3 class skill
Heal (+2)
Intimidate (+0)
Knowledge (Geography) (+0)
Knowledge (Nature) (+6) 3 ranks + 3 class skill
Perception (+8), 3 ranks + 3 class skill + 2 Wis
Ride (+6), 2 ranks + 4 Dex
Spellcraft (+) 2 ranks
Stealth (+10), 3 ranks + 3 class skill + 4 Dex
Survival (+8), 3 ranks + 3 class skill + 2 Wis
Swim (+7); 2 ranks + 2 Str
Languages: Common, Dwarven, (And attempting to learn Troll)
Favored Class Bonus: +1 HP/level
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Class Abilities:
Favored Enemy (Trolls & Humanoids) Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, 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.
Track A ranger adds half his level (+2) 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 (+5) 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 Terrain (Forest): 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).
Hunters Bond (Animal Companion (Wolf)): This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses. 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.
“Dog”: (Wolf Animal Companion) Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
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Spells (1/0/0/0)
Prepared Spells: Gravity Bow
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Equipment:
To Be Determined
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Background
Ekundayo, or Ekun for 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. He is 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 against his chosen foes. Will his hatred consume him — or will he somehow find 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 in 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.