Count Lucinean Galdana

Florentine Guisarde's page

54 posts. Organized Play character for TrueRepentance.


Full Name

Florentine Guisarde

Race

Human

Classes/Levels

Ranger 1 HP 12/12 | AC 17; T 14; FF 13 | Fort +2; Ref +6; Will +3 | CMB +2; CMD 16 | Init +4; Perc +6

Gender

Male

Size

Medium

Age

22

Special Abilities

Favoured enemy(undead), Track, Wild Empathy

Alignment

Lawful Good

Deity

Erastil

Location

Absalom

Languages

Common

Occupation

Hunter

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Florentine Guisarde

Backstory:

Florentine grew up in a small farming community several days north of Oppara, Taldor. It was a simple and boring life. He learnt to hunt from his father besides the usual farming routine.

One day the farm was attacked by a rogue Necromancer and undead beasts attacked and captured his parents. He fled with his little sister and only his backpack while the farm burned.

They travelled to Oppara to seek help and found that pathfinder agents were searching for him. They would not let Florentine join the search so he waited a month with Sierra his sister until he turned 18.

They journeyed to Absalom and Florentine joined the pathfinders hoping to be able to search for his parents and give justice to the necromancer. They reside in the city for now while Florentine undergoes his training and become a full agent for the pathfinders.

He considers himself a paladin of Erastil though he has not felt the divine gift. Still he upholds the tenets as his father taught him. With Sierra only 16 he must support and look after her.


Florentine Guisarde
Male Human Ranger 1
LG Medium Humanoid (human) 
Init: +4; Senses: Perception +6
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Defense
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AC: 17; touch: 14; flat-footed: 13 (+4 Dex, +3 Armour)
hp: 12 (1d10 +2) 
Fort: +3; Ref: +6; Will: +3
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Offense
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Speed: 30 ft.
Melee: Dagger +2 (1d4+2)
Ranged: Longbow +5 (1d8) 
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Statistics
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Str: 14; Dex: 18; Con: 12; Int: 10; Wis: 14; Cha: 8
Base Atk +1; CMB +2; CMD +16 
Feats: Point-Blank Shot, Precise Shot
Traits: Magical Knack, Indomitable Faith
Skills: Climb +5, Handle Animal +3, Perception +6, Ride +7, Stealth +7, Survival +6(+1 to follow or identify tracks), Swim +6
Languages: Common
Other Gear: Explorer's outfit, Arrows(40), Ranger's kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin), Composite Bow, Dagger, Studded Leather Armour.
GP: 37GP 
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Special Abilities
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Weapon and Armour Profiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favoured Enemy (Ex) |undead+2|:
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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.


Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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.