Gnoll

Falstaff the Wanderer's page

29 posts. Alias of Lieutenant Paladine.


Full Name

Falstaff

Race

Gnoll

Classes/Levels

Ranger (Trapper/Warden) 1 (HP: 14/14 | AC: 17 T:11 FF:16 | F: 5 R: 3 W: 2 | Init +1 Per +7)

Gender

Male

Size

Medium

Age

17

Special Abilities

Favoured Terrain (Plains)

Alignment

Chaotic Neutral

Deity

Desna

Location

Cheliax

Languages

Common, Gnoll, Orc

Occupation

Wanderer

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 14
Charisma 7

About Falstaff the Wanderer

Statistics:

Falstaff
Male Gnoll Warden/Trapper Ranger 1
CN Medium humanoid (Gnoll)
Init +1; Senses Perception +3
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DEFENSE
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AC 17, touch 10, flat-footed 16 (+5 armor, +1 dex, +1 natural armour, +0 shield, +0 size)
hp 14 (1d10+4)
Fort +5, Ref +3, Will +2
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OFFENSE
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Speed 40 ft. (30 ft. in armor)
Melee Starknife +5 (1d4+4x3) or
Scythe +5 (2d4+6x4 P or S) or
unarmed strike +5 (1d3+4 nonlethal)
Ranged Starknife +2 (1d4+4x3, 20ft, Piercing)
Longbow +2 (1d8x3, 100ft, P)
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STATISTICS
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Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 15
Traits Called, Frontier-Forged, Wanderlust
Drawbacks Warded Against Nature
Feats Power Attack
Skills (7 points; 6 class, 1 INT, 0 Favored Class)
ACP -3
(0) Acrobatics* +1
(0) Appraise +1
(0) Bluff -2
(0) Climb* +4
(1) Craft (Weapons) +5
(1) Craft (Armour) +5
(0) Diplomacy -2
(1) Disable Device +5
(0) Disguise -2
(0) Escape Artist* +1
(0) Fly* +1
(0) Heal +2
(0) Intimidate -2
(1) Knowledge (Geography) +6
(1) Perception +7
(0) Ride* +1
(0) Sense Motive +2
(1) Stealth* +5
(1) Survival +7
(0) Swim* +4
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Perception (trait)
+1 Survival (trait) (Conditional)
Languages Common, Gnoll, Orc


Special Abilities:

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SPECIAL ABILITIES
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Favoured Terrain (Plains) [class] 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).
Track (Ex) [class] A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) [class] 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 hisCharisma 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.
Predator’s Gaze [Drawback] Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. (Warded against Nature Drawback)
Frontier-Forged [trait] You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Wanderlust [trait] Treat your base land speed as 10 feet higher when determining your overland speed.
Called [trait] Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Darkvision(60ft) [racial]
Power Attack [feat] 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.

Gear:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 100-200 lb. Heavy 200-300 lb.
Current Load Carried 89 lb.
Money 64 GP 0 SP 0 CP (? lb.)
Scale Mail (Self-Crafted) (16.67gp, 30lbs)
2 Starknives (SC) (16gp, 6lbs)
Scythe (SC) (6gp, 10lbs)
Cloak 5gp 1lb
Potion of CLW
Ranger’s Kit 9gp 28lbs
- backpack
- bedroll
-belt pouch
-flint and steel
-iron pot
-mess kit
-rope
-torches (10)
-trail rations (5 days)
-waterskin.
Silver Holy Symbol of Desna (25gp, 1lb)
Longbow (SC) (25gp, 3lbs)
60 Arrows (3gp, 9lbs)
Thieves’ tools 30gp 1lb

Background Character and Description:

Raised on the border of the chaotic River Kingdoms and Numeria, Falstaff was found abandoned on the edge of the plains. Garret, the Half-Orc Inquisitor of Erastil, took this runt of a pup and adopted him as his own. Garret did his best to instil Erastil’s values in his son, but the wild had already set its claws into the young pup. Mind you, the followers of Ol’ Deadeye are hardly the most civilized folks to begin with.

Garret did manage to instil a tremendous work ethic in his son before he passed away late last year. Falstaff is a cunning hunter, willing to track his quarry over vast distances, running it down not through speed, but through endurance.

Falstaff is, oddly enough, a devout Desnan. His great love is an endless plain of stars above and grass below. That is where he feels alive; Nothing for miles but himself, his Goddess, and his prey. Even simply running across the wide open plains brings joy to his heart. Falstaff also refuses to wear boots, as he feels they cut him off from the landscape, something he is averse from doing.

Falstaff is six foot, five inches tall, with a dark mane of black and grey fur. His fur is thick and healthy, with very few blemishes. His most notable scars are the quartet of circular puncture wounds that he claims are from a manticore (But are actually from the antlers of a strong White-tailed buck), and the trio of vertical scars across his left eye, from when he faced an enormous grizzly bear. Falstaff wears scale mail that he forged under the eye of Garret, who was as self-sufficient as possible. Much of Falstaff’s gear was made by his own paws, or bought from travelling traders or one of the few cities in the River Kingdoms. Falstaff wears a long, hooded dark green cloak in an attempt to make his racial heritage less obvious. It hasn’t worked so far.

Falstaff would be a very affable young man, if only more people would give him the chance. He has been rather lonely of late, and after a bad experience trying to make friends with some children in a village in Ustalav, he is wary of people. However, he is hoping to find a friend, and has been praying to Desna for weeks for a sign, and a friend. It seems that with this letter, Falstaff’s prayers are answered.

XP Tracker: 135