Ekaym Smallcask

Frasides Francol's page

79 posts. Alias of Alex Martin.


Full Name

Frasides "Fraz" Francol

Race

Human - Chelaxian

Classes/Levels

Ranger 2

Gender

Male

Size

5' 9", 164 lbs

Age

20

Alignment

Neutral Good

Deity

Erastil

Location

Korvosa

Occupation

Hunter; Soldier-in-Training

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 12

About Frasides Francol

******Ability Scores/Stats******
STR 14, DEX 14, CON 14, INT 12, WIS 14, CHA 12

HP: 20

Saves:
Fort +5 = +3 (class base) +2 (Con)
Ref +5 = +3 (class base) + 2 (Dex)
Will +3 = +2 (Wis) + 1 (Feat)

AC: 15 = 10 +2(Dexterity) +3 (Studded Leather)
Flat-footed: 13
Touch: 12

Initiative: +2 (Dexterity)

******Combat******

Melee:
Longsword (Single)
Attk +4 {+2 (BAB) +2 (Str)}
Dmg (1d8+2,crit 19-20/x2 - 4 lbs, slashing)

Short Sword (Single)
Attk +4 {+2 (BAB) +2 (Str)}
Dmg (1d6+2,crit 19-20/x2 - 2 lbs, piercing)

Longsword (Dual-wield)
Attk +2 {+2 (BAB) +2 (Str) -2 (Penalty)}
Dmg (1d8+2,crit 19-20/x2 - 4 lbs, slashing)

Short Sword (Dual-wield - offhand)
Attk +2 {+2 (BAB) +2 (Str) - 2(Penalty)}
Dmg (1d6+1,crit 19-20/x2 - 2 lbs, piercing)

Ranged: Longbow
Attk +4 {+2 (BAB) +2 (Dex)}
Dmg (1d8, crit 20/x3 - 100 ft range, 3 lbs, piercing)

Favored Enemy: Magical beasts

Character Information:

Spoiler:

******Skills:******
Appraise +2 {+1 (Int) +1 (rank)} - cc
*Craft(leatherworking) +4 {+1 (Int) +3 (ranks)}
*Gather Information +3 {+1 (Int) +2 (ranks)}
*Handle Animal +5 {+1 (Cha) +4 (ranks)}
*Hide +5 {+2 (Dex) -1 (armor) +4 (ranks)}
*Jump +4 {+2 (Str) -1 (armor) +3 (ranks)}
*Knowledge (Geography) +1 {+1 (Int)}
*Knowledge(Local) +4 {+1 (Int) +3 (ranks)}
*Knowledge(Nature) +3 {+1 (Int) +2 (ranks)}
*Profession (tanner) +4 {+2 (Wis) +2 (ranks)}
*Profession (hunter) +5 {+2 (Wis) +3 (ranks)}
*Ride +5 {+2 (Dex) +3 (ranks)}
*Sense Motive +3 {+2 (Wis) +1 (ranks)}
*Search +5 {+1 (Int) +4 (ranks)}
*Spot +7 {+2 (Wis) +5 (ranks)}
*Survival +7 {+2 (Wis) +5 (ranks)}
*Swim +2 {+2 (Str) -2 (armor) +2 (ranks)}

*Wild Empathy +2 {+1 (Cha) + 1 (Ranger level)}
(Starting Skill Points: 40)(Additional Skill Points: 8)

******Racial Qualities & Language:*******

**Medium: Humans have no special bonuses or penalties due to their size.
**Human base land speed is 30 feet.
**1 extra feat at 1st level.
**4 extra skill points at 1st level and 1 extra skill point at each additional level.
**Favored Class: Any

**Automatic Language: Common. Languages: Common. Bonus Language (+1): Shoanti

******Class Abilities:******

Ranger
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Track
A ranger gains Track as a bonus feat.

Wild Empathy
A ranger can improve the 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 his ranger level and his Charisma modifier 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 able to study each other, which means that they 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.

Combat Style
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects Two-Weapon Combat, he is treated as having the Two-Weapon Fighting feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

******Experience******
1000 XP
3rd Level @ 3,000 XP

******Feats:******
Country Born: +1 on Will; Ignore a Fatigue effect once per day automatically
Toughness: +3 Hit Points
Track: To find tracks or to follow them for 1 mile requires a successful Survival check. (Ranger)
Two-Weapon Fighting: You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Your penalties on attack rolls for fighting with two weapons are reduced. (Ranger)

******Traits:******
Missing Sibling: Gather Information & Sense Motives are class skills.

******Speed and check penalty:******
Speed (combat gear): 30 ft (20lbs - Armor, 15 lbs for weapons)

Check penalty (armor): -1

******Equipment & encumbrance******

Equipment: Studded Leather Armor, Longsword, Short Sword, Longbow, Quiver of Arrows(35), Backpack, Waterskin, Flint and Steel, Oil (3 pints), Sack, Chalk, Caltrops, Bullseye Lantern, Rope (50ft), Sunrod, Tindertwig (1), Whetstone, Artisan's Tools (Leatherwork)

85 GP

Encumbrance from armor: 20 lbs
Encumbrance from equipment and weapons (combat): 35 lbs.
Encumbrance from equipment and weapons (full load): 58.5 lbs.

Background:

Spoiler:

Frasides is average height, with a slightly lean, but strong build for a human. He is Chelaxian born, but with skin that's more tanned than the average. He has brownish-blond hair, and brown eyes with a hint hazel/gray on the edges.

Frasides (or Fraz, as he is called by friends and family) is a member of a merchant family residing in Korvosa's East Shore district. The family has ties to Chelaxian lineage, but it's history has been mixed and so they rarely emphasize these links to other noble houses.

They primarily sell raw leather and create manufactured leather goods -with many of their materials going to military groups or the Midland markets. They also work in the wilds to retrieve pelts and transport cargo from other towns. The third son in his family, Fraz has always been more involved in the workings of the business than in being a merhcant. His time spent in the wilderness oustide Korvosa has given him a greater regional interest, but makes him seem less cosmopolitan than his kin.

In recent years, he had been training at the Endrin Academy - with hopes towards possibly applying towards the Sable Company's ranks. He seemed a perfect fit, but in the last several months his efforts have been poor. The reason for this is his futile search for his missing sister - barely 13 years old.

Despite his family's protestation and connections, no one in the Korvosan Guard or City Hall can seem to help. She disappeared while in the care of her chaperone/governess during a brief scuffle in the Midland markets. While the authorities imply she might be responsible, Frasides has known the woman all his life, and realizes someone else is responsible.

He has tried using his hunting skills to track her, and a single name comes up consistently in his efforts among the streets of Korvosa: Gadren Lamm. He continues to look for the man, and believes he can succeed, but that hope is tempered by his fears:
Foremost that his innocent sister is dead or hurt- never to be found. But also that his own dreams of becoming a protector of Korvosa have been lost as well...