About Gerrytt PlainsmanGerrytt Plainsman
DEFENSE
OFFENSE
STATISTICS
Combat Gear – Leather armor, Heavy Wooden Shield, dagger, Javelin x2, Short-spear x2
Light Load 26 Medium Load 53 Heavy Load 80
Background Blurb:
Nineteen years ago in the halfling city of Gatherhold a young Noble of house Jorasco met a young barbarian lass. Despite the fact that the noble was married and a prominent member in his halfling house, he was taken by the savage beauty of the young Talenta Plains maiden. An affair soon followed and subsequently hidden and written off as a youthful indiscretion. Gerrytt Plainsman is the product of this union. Gerrytt was subsequently raised by his mother amongst the Nomadic Halflings of the Talenta plains and has only met his father a handful of time. While his father will not claim him publicly (out of fear of what knowledge of his past affair would do to both his reputation and marriage), his father has arranged a role for the young halfling in house Jorasco. More out of curiosity than anything else the young halfling has taken up his fathers offer and finds himself traveling outside of the Talenta Plains for the first time in his life.
_____________________________________ Reference Material Special Qualities:
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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 druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Skill Breakdown:
(4 Class skills +2 Background Skills) Class Skills -1 :Climb -1 Strength +0 :Craft(bs) +3 :Fly +3 Dexterity +5 :Handle Animal(bs) +1 Charisma, +1 Rank, +3 Trained +9 :Heal +3 wisdom, +1 Rank, +3 trained, +2 Dragon Mark +4 :Knowledge(geography)(bs) +1 Rank, +3 trained +2 :Knowledge(nature) +2 Nature Sense -1 :Swim -1 Strength +9 :Perception +3 wisdom, +1 Rank, +3 trained +2 racial +3 :Profession +3 Wisdom +6 :Sense Motive +3 wisdom, +1 trait, +2 race +5 :Survival +3 Wisdom, +2 Nature Sense +7 :Ride +3 Dexterity, +1 Rank, +3 trained +0 :Spellcraft +11:Stealth +3 Dexterity, +1 Rank, +3 trained, +4 size, +1 trait NonClass
Halfling Traits:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Caretaker: Humans often entrust halfling families with the care of children and animals, a task that has helped them develop keen insight. Such halflings gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces halfling luck, sure-footed, and weapon familiarity. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Saurian Shaman:
Nature Bond: A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains. Wild Empathy (Ex): A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus. Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: Movemen:t (+10 enhancement bonus to land speed)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Totemic Summons (Su): At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.
Wild Shape (Su): At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2. Bonus Feat: At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats.
Feats:
Least True Dragonmark [Dragonmark]: This feat provides you with a least dragonmark spell-like ability. When you select this feat, choose one of the following true dragonmarks listed below as restricted by your race. The true dragonmark you choose will determine what dragonmarked house you belong to (if only distantly) as well as the type of true dragonmark available for any other feat that has this feat as a prerequisite. Within each true least dragonmark, there are number of options for which dragonmark spell-like ability to choose, which will also detail how many times per day you can activate that ability. Once this choice has been made, it cannot be changed. Lastly, based on which dragonmarked house you belong to, you will receive a +2 untyped bonus to a specific skill. Healing Halfling Jorasco Cure Light Wounds 1/day or Lesser Restoration 1/day Heal The caster level for all least true dragonmark spell-like abilities is equal to 1 + 1/2 your character level, rounded down, and the spell level is always the lowest possible if it appears on multiple spell lists. Any applicable saving throw has a DC equal to 10 + spell level + your Chr modifier. Activating a true dragonmark spell-like ability is a standard action that does not provoke, but may require concentration checks based on movement, damage or distraction. The concentration check is made using your caster level plus your Chr modifier.
Traits:
Bastard (Social): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Silent Hunter (regional): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
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