Jagrin Grath

Audi ibn Jad's page

343 posts. Alias of Dorian 'Grey'.


Full Name

Audi ibn Jad

Race

Human

Classes/Levels

Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Gender

Male

Size

M

Age

25

Alignment

N

Location

Arakis

Languages

Common, Wild Fremen: Battle language.

Strength 19
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Audi ibn Jad

Background:
....

Crunch:

Audi ibn Jad
Male Human Ranger (Transporter/ Trapper) 3 Init +3; Senses Perception +8 (+1 Traps)
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Defense
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AC 15, touch 13, flat-footed 12 ( +2 armor, +0 shield, +0 deflection, +3 Dex, +0 natural, +0 dodge, +0 magic)
Fort +5 Ref +6 Will +3
Hp. 39 (3d10+9)
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Offense
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Speed 30'/ 20'
Melee Battle Axe +7 1d8+4 Critical x3; Range —; Type S; Special —

Range Net +6 touch Range 10 ft (Entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. ); Light Hammer +6 1d4+4 Critical x2; Range 20 ft.; Type B; Special —

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Special Attacks

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SQ
Trapfinding: +1/2
1st favored enemy: Humanoid (Humans) +2
Track: +1/2
Trailbreaker (Ex): see below
Combat Style: Thrown
Combat style feat (Quick Draw)
Endurance
Plot Course (Ex): +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival

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Str 19, Dex 16, Con 14, Int 12, Wis 14 Cha 10
Base Atk +3; CMB +7; CMD 20
Feats 1. Exotic Weapon (Net), Net Adept 2. Quick Draw (b), Net Trick 3. Improved Unarmed Strike, Improved Grapple, Endurance (b)

Class Skills (24) (6 Background)
The Ranger's class skills are Climb (Str)+8(1), Craft (Int), Handle Animal (Cha), Heal (Wis)+10(3bg), Intimidate (Cha), Knowledge (dungeoneering) (Int)+5(1), Knowledge (geography) (Int)+7(3bg), Knowledge (nature) (Int)+7(3), Perception (Wis)+8(3), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex)+9(3), Survival (Wis)+8(3), and Swim (Str)+8(1). Disable Device (Dex)+12(3), Bluff Cha)+7(3), Sense Motive (Wis)+9(3)

Skill Points at each Level: 6 + Int modifier.

Favored class bonus: +1 hp x3
Traits: Armor Expert, Avid Reader , Fast Talker, Observant, Strong Arm, Supple Wrist
Drawback:
Languages Common, Wild Fremen: Battle language.

Other Gear
Crysknives 1d4, 19-20x2, 10 ft, S&P, 1 lbs
Net x3 (60gp)
Battle Axe (10gp)
Light Hammer x5 (5gp)
(MW) Thieves Tools (100gp)
Hooded, Lantern (7gp)
Healer's kit 10/10 (50gp)
Oil Flasks x5 (5sp)
Village Fremkit (see below)

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Tracked Resources

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Wealth 250 gp / gp spent 245 sp 5

Transporter:

Source Ultimate Intrigue pg. 43
Transporters specialize in smuggling people as efficiently as possible through harsh and difficult environments. Individuals such as escaped political exiles, refugees fleeing danger, and various criminals all seek the transporter’s services. While some transporters actively work to serve justice or a political cause, others are wily opportunists filling a need and profiting from the high price that desperate people are willing to pay for safe, discrete passage.

Trailbreaker (Ex): A transporter constantly works to obscure his trail. He increases the Survival DC to track him, or a group of which he is a part, by an amount equal to half his ranger level (minimum 1). This does not stack with similar abilities, such as a traceless operative’s trackless ability.

This ability replaces wild empathy.

Plot Course (Ex): At 3rd level, a transporter can spend 1d4 hours and attempt a DC 15 Knowledge (geography) check to plot a subtle course of travel between his current location and another destination. The transporter’s course of travel is almost never direct, as it is optimized for smuggling. Thereafter, the transporter gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.

At 8th level, if the transporter’s Knowledge (geography) check exceeds the DC by 10, the bonuses increase to +4. At 13th level, if his Knowledge (geography) check exceeds the DC by 20, the bonuses increase to +6, and at 18th level, if the transporter’s check exceeds the DC by 30, the bonuses increase to +8.

A transporter can gain the benefits of only a single plotted course at any given time. If the transporter ever strays from the course or attempts to plot a new course for any reason, he loses the benefits of his current course immediately. A transporter can retry his Knowledge (geography) check to plot a course as long as he spends 1d4 hours each time.

This ability replaces favored terrain.

Smuggler’s Bond (Ex): At 4th level, a transporter must choose his allies as his hunter’s bond, not an animal companion. Instead of granting the transporter’s favored enemy bonus to his allies as a move action, he instead grants his plot course bonus to his allies constantly.

This ability alters hunter’s bond.

Hideaway (Ex): A transporter can spend 1 hour and attempt a DC 20 Survival check to create a hidden shelter, useful for staying unseen by patrols of enemy creatures. The transporter’s shelter can hold the transporter and one additional creature for every 2 by which the transporter exceeds the DC. The created shelter incorporates scents from the local area, preventing creatures on the inside from being detected by the scent ability of creatures outside of the shelter, and vice versa. Additionally, its floor is either elevated or constructed of a different substance than the nearby ground, preventing creatures outside of the shelter from using tremorsense to detect creatures inside, and vice versa. Finally, the clever structure of the hideaway causes creatures outside of the shelter to take a –10 penalty on Perception checks to notice creatures inside, as if through a 1-foot-thick wall, while only causing creatures inside to take a –2 penalty on Perception checks to notice creatures outside.

These bonuses do not apply if the enemy creatures are intimately familiar with the area in which the hideaway was built (such as an area right near their home).

This ability replaces woodland stride.

Trapper:

Source Ultimate Magic pg. 65
A trapper is a ranger who focuses exclusively on traps, rather than learning conventional magic. A trapper has the following class features.

Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Trap: At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once. This ability replaces the ranger’s spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

Launch Trap: At 10th level, a trapper can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

Traits:

Armor Expert (Combat)]
Source Ultimate Campaign pg. 51, Second Darkness Player's Guide pg. 11, Advanced Player's Guide pg. 327
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Avid Reader [Social]
Source Quests and Campaigns pg. 20
As a youth, you voraciously consumed books and scrolls provided by a member of an adventurer’s guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened. Geography

Fast Talker
Source Ultimate Campaign pg. 60, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 330
Category Basic (Social)
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Observant
Source PFS Guide to Organized Play 6.0 pg. 15
Category Faction
Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Strong Arm, Supple Wrist [Combat]
Source Qadira, Jewel of the East pg. 15, Qadira, Gateway to the East pg. 9
You have been trained in the javelin and the spear, and you know how to make the best use of your momentum. When you move at least 10 feet before making an attack with a thrown weapon, you can add 10 feet to the range increment of the weapon thrown. You can gain this benefit only once per round.

Equipment:

Village Still suit Cost 50L Armor/Shield Bonus +2 Maximum Dex Bonus +4 Armor Check Penalty -1 water loss day 2% Speed 20' Weight 20lbs

Village Fremkit contains the following:
Basic Paracompass (navigation tool, tailored for Arrakis' astronomical and geographic properties)
Basic Stilltent (foldable, portable shelter counterpart of a Village stillsuit)
Maker hooks (wormriding tools)
Basic 2x Thumpera (wormriding tool and improvised decoy)
Manual of the Friendly Desert/Map northern ARRKIS only (fremkit manual)
Sandsnork (also 'sandsnorkel')
Basic Sand compaction tool 10 charges (also 'sand compactor')
Oil lens binoculars (optional)
Various water and food rations