Gayel Nord pfs's page

75 posts. Organized Play character for Gayel Nord.



About Gayel Nord pfs

15 prestige 22 fame.

spell active longstrinder

Male Human Ranger 6
N Medium Humanoid (Human)
Init +2 (+2 if in the Hoijin tapestry); Senses Perception +2; (+2 if in Hajin tapestry) (+4 against Aspis) (+2 against undeath)
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex, +0 shield)
hp 348
Fort +8, Ref +8, Will +5
OFFENSE (+5 against aspis)
Speed 20 ft. 30fth with longstrider

+ 9 sap (1d6 +3)
+7 sap (1d6 +3) +7 sap (1d6 +1)

Javelin +8 1d6+3
Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +6; CMB +9; CMD 21
Traits Vagabond child, proper training
Feats Endurance, Two-weapon fighting, Power Attack, Quick Draw. Diehard, Blindfight
Skills (42 points; 30 class, 6 INT, 6 race)

(1) Climb + 7
(1) Diplomacy + 0
(5) Disable device* +11
(1) Heal + 6
(4) Intimidate + 6
(1) Linguistics + 2
(5) Perception + 10
(1) Ride* + 6
(5) Stealth* + 10
(5) Survival +12
(1) Swim* + 7
(1) Profession (scholar) + 6
(1) Profession (sailor) +6
(1) Knowledge Dungeoneering
(1) Knowledge Geography.
(5) Knowledge history.
ACP -3

*ACP applies to these skills
Non-Standard Skill Bonuses ; Wild empathy +4
+2 survival (racial)
+1 Disable device (trait).
+1 knowledge history (trait)
+4 Bluff, Knowledge (can be do untrained), Perception, Sense Motive, and Survival vs Aspis
+2 Bluff, Knowledge (can be do untrained), Perception, Sense Motive, and Survival vs Undeath
+2 Survival To follow track
+2 Perception, Stealth, Survival, knowledge Geography if in Hojin (ter)

Languages Common, tian

Special Abilities:

Human Racial Traits

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Strength)

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Wilderness:(advance player guide) Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Vagabond Child:You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (disable device)
Proper Training [Link]
Source PFS Guide to Organized Play 6.0 pg. 15
Your time at the Grand Lodge of Absalom has served you well. Choose either Knowledge (geography) or Knowledge (history). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Knowledge history)

Class ranger

Favored Enemy (Ex): 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.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.


Spells; Concentration +3 (CL: 2th)
1st (2/day) [
Resist energy

Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300. lb.
Current Load Carried 100 lb.
Masterwork agile breastplate (25 lbs)
Longbow 20/20 (6lbs)
Lesser blade of the open road (4lbs)
Silver alchemical light mace (4lbs)
Cold iron dagguer (1lbs)
Light wodden quickdraw (6lbs)
Masterwork Kucri (2 lbs)
2 cold iron throwing axe (4lbs)
2 alchemical light hammer (4lbs)
2 cold iron Javelin (4 lbs)
Masterwork backpack (4lbs)
Crowbar (5lbs)
Grappeling hook (4lbs)
Manacles (2lbs)
Rope silk (5lbs)
Signal whisltle
2 Sap (2lbs)
2 Ration trail (2lbs
Torch (1lbs.)
Whetstone (1lbs)
2 antitoxin
2 antiplague.
4 holy water (4lbs)
4 acid (4lbs)
3 alchemist fire (3lbs)
Sharrowsmith handy have sack.
Feather step slipper
Thieve tool master work (2lbs)
Bone Wayfinder (1lbs)
Cloak of resistance (lbs)
Cure light (12/12)
Holly and misttoa
Twich tonic
air crystal.
Potion: darkvision, featherstep, enlarge person, removed fear, magic weapon, comprend language

Money 472 GP 0 SP 0 CP


Confirmed filed agent (first time) free wayfinder reduced cost vanity of 1pp.
Explore,report cooperate x2: hint
Friend of janira Gavix: +1 knowledge in the grand Lodge.
Prized find:
Tapestry Traveler: have Hao jin tapestry as favorite terrain.
Warm friend in a cold land: +2 circumstance diplomacy in Irrisen
Psychic aweckning
Aspis slayer: Fav Aspis
Gripplis’favor +2 charisma check for gripplis.
Scholar of ahkurhall : can replace apprase, knowledge or linguistics check of dwarven writing, object or architecture for perception or sense motive.
Sky key componaent (Sargava)
Stinkeye’s Friends: one time +4 insight bonus on gaze effect
Vanei friend: once par scenario reroll bluff or diplomacy, or knowledge of the aspis. Second fail, you lose it.
Aspis hunter +1 att and dam for aspis agent.
hunting lodge: use survival to dayjob.

Adventure done:


Appearance and Personality: