Yakmar

Gergg's page

133 posts. Organized Play character for rhino43grr.


Full Name

Gergg

Race

Ghoul "halfling"

Classes/Levels

Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Gender

M

Size

S

Age

91

Alignment

N

Languages

English, Spanish, French, Trader Cant

Strength 8
Dexterity 20
Constitution 10
Intelligence 16
Wisdom 14
Charisma 8

About Gergg

Gergg
Male Ghoul "Halfling"
Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1
“True Neutral” Small Sized
Init +7; Senses Perception +9

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DEFENSE
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AC 19, Touch 16, Flat-Footed 14.
DR 6 (Wastelander's gear)
HP 31/34
Fort 4=3+0+1, Ref 8=3+5, Will 2=0+2
Special

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OFFENSE
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Spd 30 ft.
Melee
Combat Knife: (Attk: +5) (DMG: 1d6) (Crit: 19-20/x2) (Range: +2m)
Ranged
Silenced 10mm Pistol: (Attk: +5, +6 under 30 ft.) (DMG: 2d6) (Crit: 20/x2) (Range: 60 ft.) (Mag: 7+1) (Ammo: 50)
Plasma pistol: (Attk +5) (DMG: 4d6) (Crit: 20/x3) (Range: 50 ft.) (Mag: 16 (int)) (Ammo: Energy cell 50) (Sa; Crit kill (melt))
Blow Gun: (Attk: +6) (DMG: 1d2) (Crit: 20/x2) (Range: 20 ft) (Ammo: 5 Darts + 5 Darts tipped with Radscorpion poison: 1d2 STR damage per round, 6 round duration, DC 17 Fort. save)
5x Frag Grenade: (Attk: +5) (DMG: 4d10) (Crit: 20/x2) (Range: ?)
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STATISTICS
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Str 8, Dex 20, Con 10, Int 16, Wis 14, Cha 8
Base Atk +2; CMB 0; CMD +17
Feats: Point Blank Shot, Weapon Finesse, Precise Shot
Skills Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Computer
Traits: Reactionary, Resilient
Favored Class: ???
Languages: English, Spanish, French, Trader Cant

Statistics:
HP: 31/34
Speed: 30 ft
Initiative: +7
DR: 6
AC: 19 ... 10 + 3 + 5 (DEX) +1 (size)
Touch AC: 16 ... 10 + 5 (DEX) + 1 (size)
Flat-footed: 14 ... 10 + 3 + 1 (size)
Fortitude: +4
Reflex: +8
Will: +2
BAB: 2
CMB: 0
CMD: 17

Armor and Weapons:
Armor:Wastelander's gear DR 6, Weight 2, Cond. 100
A black leather jacket tucked into black gloves with blue jeans and black knee-high boots. Two bandoliers strapped diagonally around the torso.

Weapons: Silenced 10mm pistol 2d6 Ballistic 20/x2 20m S 7+1-box
Plasma pistol 4d6 20/x3 50 ft. 16 (int) Energy cell Sa; Crit kill (melt)
Blowgun 1d2 ×2 20 ft. P
Combat Knife D6 Cutting 19-20/x2 +2m -
5x Frag Grenade 4d10 Explosion 20/x2 +5m/ 10m rad. -

Ammo: 50x 10mm Shells
50x Energy Cells
5x Darts tipped with Radscorpion poison 1d2 STR damage per round, Duration 6 rounds, DC 17 Fortitude save.
5x Darts

Feats:

Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Traits:

Resilient
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.

Special Abilities:
Favored Enemy (Human): 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: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: 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: 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.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
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.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

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

Crowd Control: At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.

Controlled Rage: When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Skills:

Class skills in italics
(ranks) skill = total bonus
(1) Acrobatics DEX = 9
(2) Appraise INT = 8
(1) Athletics STR = 3
(1) Craft Explosives INT = 7
(2) Disable Device DEX = 10
(1) Escape Artist DEX = 9
(0) Handle Animal CHA = -1
(1) Heal WIS = 6
(1) Kn. Dungeon INT = 7
(0) Kn. Engineer INT = 3
(0) Kn. Geograpy INT = 3
(1) Kn. History INT = 7
(1) Kn. Local INT = 7
(0) Kn. Nature INT = 3
(0) Kn. Religion INT = 3
(0) Linguistics INT = 3
(3) Perception WIS = 8
(0) Perform CHA = -1
(1) Profession Scavenger WIS = 6
(0) Ride DEX = 5
(0) Sense Motive WIS = 2
(1) Sleight of Hand DEX = 9
(3) Stealth DEX = 11
(1) Survival WIS = 6
(1) Use Computer INT = 7

(0) Craft INT = 3
(0) Craft INT = 3
(0) Fly DEX = 5
(0) Perform CHA = -1
(0) Profession WIS = 2

Equipment:
Starting wealth: 240 caps

Armor: Wastelander's Gear

Weapons: Silenced 10mm Pistol
10mm Pistol
Plasma Pistol
Combat Knife
5x Frag Grenade

Ammo: 50x 10mm Shells
25x Energy Cells
5x Darts tipped with Radscorpion poison 1d2 STR damage per round, Duration 6 rounds, DC 17 Fortitude save.
5x Darts

Gear: Bobby Pins (19)
Thieves' Tools
Sack
Whetstone
Duct Tape
Zip Ties (6)
String
Paracord Rope (50 ft)
Pencil
Cigarette
Clipboard
Shot Glass
Tin Can
Camera Film

Consumables: Ant Meat
Cram
Nuka Cola
Salisbury Steak
Sugar Bombs
Stimpak (2)

Remaining Wealth: 13 caps

Background:
Just a boy at the start of the Great War, Gergg has only clouded memories of the world before the bombs fell.
He remembers being with his parents and older brother, huddled in their makeshift bunker -- although he can't even recall where it was that they lived -- hoping to ride out the bombs and radiation.
He remembers watching his family deteriorate and die in the weeks and months following the blasts as radiation seeped slowly but constantly through the bunker walls. First, after about a month, his parents. Then, nearly a year later, his brother.
He was the only one in his family, he would later learn, to carry the genetic sequence that would allow him to survive the radiation but leave him a grotesque and bitter shell of the child he once was.
He would forever outwardly resemble the youngster he was when the bombs fell, at least from afar, although his intellectual and emotional status continued to change.
He emerged into a hostile and barren world when he finally gathered the courage to leave the bunker that would forever be his family's tomb.
Smaller and weaker than other survivors, human, ghoul or otherwise, darkness and seclusion quickly became Gergg's greatest ally. Shunned and bullied by almost all he came in contact with, Gergg retreated into any book he could find, reading almost obsessively as he vastly expanded his knowledge of myriad subjects.
His avoidance of others gave him few opportunities to grow emotionally or socially.