Aric

Falx Talbot's page

18 posts. Alias of Mr. Hebeme.


Race

CMD 15 |

Classes/Levels

Conditions: none

Gender

Neutral Male Human Ranger 1 | Speed 30 ft. | AC 18, T 12, FF 16 | hp 13/13 | Fort +4, Ref +4, Will +1 | Init +2 | Percep +5 {+7 vs humans}|

About Falx Talbot

Richly attired in noble’s garbs, this broad shouldered man boasts a colorful cloak, a necklace of a Golden Key, and a fine long sword at his side.

Male Human (Taldan) Ranger 1 (Urban Ranger)
Neutral Medium Humanoid (Human)
Init +2; Senses Perception +5
--------------
DEFENSE
--------------
AC 18, touch 12, flat-footed 16
hp 13 (1d10+2 con +1 fcb)
Fort +4, Ref +4, Will +1
--------------
OFFENSE
--------------
Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Ranged dagger +3 (1d4+3/19-20)
Special Abilities Favored enemy (Human), track, wild empathy
Special Attacks Favored enemy (Human)
------------------
STATISTICS
------------------
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Noble Scion (1st Level), Nemesis (bonus story), Skill Focus (Sense Motive, bonus race)
Skills Appraise +1, Bluff +6 {+2 vs humans}, Diplomacy +3, Disable Device +6, K.Local +1 {+2 vs humans}, K.Nobility +7 {+2 vs humans}, Perception +5 {+2 vs humans}, Profession Merchant +7, Sense Motive +9 {+2 vs humans}, Stealth +6, Perform Oratory +1
ACP -2 armor, -2 shield
Traits Child of Oppara (campaign), Friend in Every Town (social), World Traveler (region)
Drawback Pride
Languages Common, Taldan
SQ special qualities
Gear Chain-shirt, longsword, dagger, shield heavy steel, wrist sheath (spring loaded), holy symbol (gold), thieves tools (mw), potion (cure light wounds), nobles outfit, signet ring, pipe, tobacco, 7gp 

*The effects of this ability have already been calculated into <Name>'s statistics.
-----------------------------
SPECIAL ABILITIES
-----------------------------
Child of Oppara You belong to a noble family that matters in Taldor, though as the story begins you may or may not be on good terms with your relatives. Your upbringing among the city’s well-to-do gives you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With Princess Eutropia’s efforts to provide for Taldor’s common citizens and overturn years of tradition, new lines are being quietly drawn in the sand, and you have found yourself embroiled in these intrigues whether you intended to be or not.
With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in Aroden’s View or Senate’s Hill. If you want to be a member of one of Oppara’s major noble families, you must take the Noble Scion feat at 1st level.
You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat (see the sidebar) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Favored class bonus +1 skill point & 1 Hit point.
Favored Enemy (Ex) (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.
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Friend in Every Town You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (Diplomacy) is always a class skill for you.
Noble Scion (Taldan) You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
TalbotYour starkly conservative family are merchants and entrepreneurs first and aristocrats second, willing to forgo duty if they can instead pursue profit. They condemn would-be adventurers and readily oust them from the family ranks, leaving you an outcast. You gain a +2 bonus on one Profession skill of your choice (merchant). Once per day, you can use this Profession skill in place of a single Knowledge skill check.
NemesisA past enemy seeks your ruin.
Prerequisite You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.
Benefit Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.
Goal Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.
Completion BenefitYou gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.
Special Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.
Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on diplomacy and sense motive checks involving that creature until the creature apologizes to you.
Silver Tongued Gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Track (Ex) A ranger adds half his level (minimum 1) to Survival 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.
World Traveler Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

-------------
MACROS
--------------
[dice=Weapon]1d20+[/dice] [dice=Damage]1d8+[/dice]

Appearance:

Falx stands a little over 6 feet tall and is well muscled like a race horse, broad in the shoulders and narrow at the waist. He carries himself with an air of superiority and the swagger of a veteran.

His coal black hair is cut short and stylish with long sideburns that frame his handsome, well proportioned, aristocratic face. Falx is clean shaven, with a chiseled jaw, and grey eyes that are the same color of the sky right before a storm. His gaze is both condescending and penetrating.

He favors well-made clothing in vibrant colors and wears a necklace with a key amulet, the holy symbol of Abadar. The noble is never far from his sword which usually hangs from a scabbard at his belt along with an assortment of pouches.