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About GerggGergg
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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
Ammo: 50x 10mm Shells
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)
Precise Shot (Combat)
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
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.
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.
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.
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.
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
Ammo: 50x 10mm Shells
Gear: Bobby Pins (19)
Consumables: Ant Meat
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. |