Machine Slayer

Georghu "Grumbles" Dobre's page

220 posts. Alias of Helaman.


Full Name

Georghu "Grumbles" Dobre

Classes/Levels

AC18 T/AC14 FF/AC14 HP36/[40] Fort +7, Ref +9, Will +5 Base Atk +4; CMB +6; CMD 20 Init +6; Sense Mot +2 Perception +8 Ranger's Focus +2 2/[2]

Gender

Human Male Ranger 4

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

About Georghu "Grumbles" Dobre

*Background*

Spoiler:

"Grumbles" is the child of a pair of Desnan priests who decided to push missionary work in Molthune. Not surprisingly they were murdered as a result. The young boy escaped the slaughter. The young boy stole for a meagre living for a month or so before he too was captured. Luckily the jail he was held in was raided by Nirmathian freedom fighters recovering captured members of their unit, who decided to take the boy with them. Within a week or so, Georghu had been adopted by the group. His nickname came about because he never complained, no matter what the hardship.

His band, the Foxclaws, have been particularily effective and so at one stage the leader of the band was called upon to meet Forest Marshal Weslen Gavirk. In doing so they decided to bring Georghu along as well. Forest Marshal Weslen Gavirk was curious about the young Foxclaws' story and they had a few discussions in the day or so Georghu attended the summit.

*Traits*

Trait: Foxclaw Saboteur
As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military.

Trait: Indomitable faith
+1 Will saves

*Feats*

1st: Point Blank Shot
Human: Precise Shot
Ranger 2: Rapid Shot
Ranger Bonus: Endurance
3rd: Weapon Focus (longbow)

*Skills*

Acrobatics +5
Climb +6
Disable Device +11
Handle Animal +3
Heal +8
Intimidate +5
Knowledge (geography) +4
Knowledge (nature) +5
Linguistics +2,
Perception +8,
Profession (herbalist) +6
Profession (trapper) +6
Ride +8
Spellcraft +4
Stealth +12
Survival +8
Swim +6

Class Skills
The ranger’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

*Class Abilities

SQ favored terrain (forest +2), terrain bond, track +2, wild empathy +3

Ranger’s Focus (Ex)

At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

This ability replaces favored enemy.

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill 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.

Terrain Bond (Ex)

At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

This ability replaces hunter’s bond.

Ranger’s Luck (Ex)

Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The Ranger must take the result of the second roll even if it is worse. A Ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels.

This ability replaces evasion.

*Combat*

MW cold iron or Silversheen Gladius (one handed)
[dice]1d20 + 4 + 2 + 1[/dice]
[dice]1d6 + 2[/dice]

Longbow
[dice]1d20 + 4 + 4 + 1 + 1[/dice]
[dice]1d8 + 2[/dice]

*Spells Memorised/Available*

1 - Aspect of the falcon[APG]

*Equipment*

cold iron arrows (50),
silver arrows (50),
antiplague[APG],
antitoxin,
healer's kit;
mithral shirt,
arrows (20),
dagger,
darkwood composite longbow (+2 Str),
handaxe,
mwk cold iron gladius[UC],
silversheen gladius[UC],
bedroll,
belt pouch,
Everburning torch,
flint and steel,
masterwork backpack[APG],
masterwork Thieves Tools
mess kit[UE]
silver holy symbol of Desna
trail rations (5)
waterskin

Loot
50gp ruby (worth 50 gp)
16 pp, 8 gp, 4 sp

Magic Gear
potion of barkskin +2, potion of cat's grace, potion of cure light wounds, wand of cure light wounds 50 charges, cloak of resistance +1

- Notes -