Holy Guide

Girnt's page

38 posts. Alias of Fire Drake.


Fort 2, Ref 6, Will 2 |


longbow 5 (1d6/x3), longsword 3 (1d8+3/19) | Goblinoid +2, PBS


Half-Elf Ranger 1 | hp 11/11 | Init 4, Per 12 | AC 17, T 14, FF 13 |

About Girnt

Male Half-Elf Ranger Level 1
Age 25; Skin White; Faith Erastil
LG Medium humanoid (human, elf)
Init +4; Senses Low-Light Vision, Perception +12

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
HP 11
Fort +2, Ref +6, Will +2

Resistances - +2 against enchantment spells and effects
Immunities - Magical Sleep Effects

Speed 30 ft.
Melee longsword +3 (1d8+3/19-20)

Ranged longbow +5 (1d6/x3)

Special Options
Favored Enemies (+2 Humanoid (goblinoid)) - bonus on att and dam if favored enemy.
Point-Blank Shot - +1 att and dam if within 30 ft.

Str 14 (+2), Dex 18 (+4), Con 10 (+0), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Base Atk +1; CMB +3; CMD 17

Goblin Watcher (RotR Campaign Trait) - +1 on Perception and Appraise checks; +5 on Appraise checks to determine the most valuable item visible in a treasure hoard.
Talented (Social Trait) - +1 on a single Perform skill and Perform is a class skill

Point-Blank Shot - +1 on ranged attack and damage rolls if within 30 ft.
Skill Focus: Perception - +3 to skill.

Skills* (9 ranks - 6 class, 1 Int, 2 Background Skills)
Climb +6 (1 rank, 3 class, 2 Str)
Handle Animal +4 (1 rank, 3 class)
Knowledge (Local) +2 (1 ranks, 1 Int)
Knowledge (Nature) +5 (1 ranks, 3 class, 1 Int)
Perception +12 (1 ranks, 3 class, 3 Skill Focus, 1 Trait, 2 Racial, 2 Wis)
Perform (Storytelling) +5 (1 rank, 3 class, 1 Trait)
Profession (Hunter) +6 (1 rank, 3 class, 2 Wis)
Stealth +8 (1 rank, 3 class, 4 Dex)
Survival +6** (1 ranks, 3 class, 2 Wis)

*Bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against favored enemies (+2 humanoid (goblinoid))
**+0.5xLV to track.

Favored Class Bonuses
Bard - (x0)
Ranger - Extra hit point (x2)

Common, Elvish, Goblin, Dwarven

longbow, longsword, studded leather, adventurer's sash, trail rations x10, waterskins x2 backpack, blanket, quiver of arrows

60 arrows

Inventory Weight and Load
Light - 58 lbs, Medium - 116 lbs, Heavy - 175 lbs

0 pp 2 gp 5 sp 0 cp

Class Abilities
Favored Enemy (Ex) - +2 Humanoid (Goblinoid)

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.

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.

Racial Abilities
Adaptability - Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood - Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses - Half-elves receive a +2 racial bonus on Perception skill checks.

Languages - Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.

Multitalented (Ranger/Bard) - Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Character Concept:
Girnt was born a half-elf, between an adventuring man and a young elf. A one-night stand, the elf was left to raise the half-breed among the many disapproving eyes of the elf-kind. Never able to measure up to the standards of the elves, Girnt finally ran away from the place as a young teenager, not willing to stay with his cold people anymore.

After traveling with a few caravans, Girnt finally discovered Sandpoint, a young, sleeply town that didn't discriminate and was surrounded by nature. Girnt decided to make Sandpoint his new home, and his skill at hunting and storytelling helped him settle down quickly.

Much happier surrounded by the warmth of humans, Girnt does his best to help out his new home, from keeping tabs on the nearby goblins to entertaining the kids during his free time. Things have been busy since the construction of the new temple started, but now the festival is right around the corner and the town is bursting with excitement.

Though Girnt looks stern and silent at first glance, he is actually much more open and forthright with people, a trait the elven people disliked. Girnt is especially expressive when weaving stories for the youngsters in Sandpoint. He seems to have a special touch when it comes to both kids and animals.

Girnt is also a follower of Erastil. First learning of him during his travels before Sandpoint, Girnt enjoyed the teachings of community and family and now does his best to follow them. He believes in hardwork and helping out where possible, while placing the community first. As such, he is very protective of Sandpoint as a whole.

Girnt is lean and tall, his elven blood very evident in his appearance. However, his facial features lack the elven charms and he has his father's face and rough skin. His brown hair is lazily cut at the shoulders, and he wears a cloak and tough clothing for traveling through the wilderness.