Verik Vancaskerkin

Ernard Smithsson's page

1 post. Alias of ObsessiveWiz.


Full Name

Ernard Smithsson

Race

Human

Classes/Levels

Ranger (Skirmisher) 1

Gender

Male

Size

Medium

Age

20

Alignment

Chaotic Good

Deity

Desna

Languages

Common

Occupation

Caravan Guard

Strength 14
Dexterity 19
Constitution 14
Intelligence 11
Wisdom 14
Charisma 7

About Ernard Smithsson

Statistics:
Male Human Ranger (Skirmisher) 1
CG Medium Humanoid (Human)
Init +4; Senses Perception +6
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
hp 13
Fort +4, Ref +6, Will +3
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OFFENSE
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Speed 30 ft.

Melee Greatsword +3 (2d6+4)
Melee Cold Iron Spiked Gauntlet +3 (1d4+2)

Ranged Longbow +5 (1d8)
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STATISTICS
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Str 14, Dex 19, Con 14, Int 11, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 17
Traits Armor Expert, Indomitable Faith
Feats Point-Blank Shot, Precise Shot
Skills
*Climb +6 (1 points; 3 class, 2 STR)
Heal +6 (1 points; 3 class, 2 WIS)
Perception +6 (1 points; 3 class, 2 WIS)
*Ride +8 (1 points; 3 class, 4 DEX)
*Stealth +8 (1 points; 3 class, 4 DEX)
Survival +6 (1 points; 3 class, 2 WIS)
*Swim +6 (1 points; 3 class, 2 STR)

ACP -2
*ACP applies to these skills

Non-Standard Skill Bonuses
+1 to Survival checks made to follow tracks

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Track Add 1 to survival 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. The ranger rolls 1d20 and adds -1 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 Enemy (monstrous humanoid) Add +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as to weapon attack and damage rolls against this enemy. Can make Knowledge skill checks untrained against this enemy.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear
Longbow (75gp)
-Cold Iron Arrows (40) (4gp)
-Silver Arrows (20) (3gp)
-Blunt Arrows (20) (2gp)
Greatsword (50gp)
Cold Iron Spiked Gauntlet (10gp)
Hide Armor (15gp)

Other Gear
Explorer’s Outfit (free)
Backpack (2gp)
Grappling Arrow (1gp)
Hemp Rope (50ft) (1gp)
Torches (5) (5cp)
Trail Rations (10 days) (5gp)
Bedroll (1sp)
Iron Pot (8sp)
Flint and Steel (1gp)
Chalk (2 pcs) (2cp)
Waterskin (1gp)
Whetstone (2 cp)
Wooden Holy Symbol of Desna (1gp)
Belt Pouch (1gp)
Twine (200ft) (4cp)
Bells (5) (5gp)
Signal Whistle (8sp)
Canvas (4 sq. yd., in 2 rectangular 2 sq. yd. sections) (4sp)

Money
5 GP
17 SP
16 CP

Background:

Ernard was born to the village smith in the village of Highview, which was very dedicated to Erastil. He was also, to the disappointment of his family and community, born with an incurable wanderlust. He left his town as soon as he was able to explore the world. He joined a caravan as a caravan guard, and found that he could travel all over the world while doing so. He found the worship of Desna when one of his companions for a job was a traveling cleric.

Appearance and Personality:

Ernard is medium height and build. His brown hair and plain dress would make him appear fairly unremarkable, but his piercing green eyes can skewer a rabbit from 50 paces. He can be smarmy and sarcastic, a product of his upbringing as a rebel, but he is good-hearted and loves traveling, with whoever is willing to explore with him.