The Cinderlander

Grigory Reinhold's page

516 posts. Organized Play character for rhino43grr.


Full Name

Grigory Reinhold

Race

Half-Orc

Classes/Levels

Ranger 1| HP: 12/12 | AC: 16, Touch: 12, Flat: 14 | Saves - Fort.: 3, Ref.: 4, Will: 1 | Percept.: +6 | Initiative: +4

Gender

Male

Size

Medium

Age

17

Special Abilities

Favored Enemy: Humanoid (Human); Wild Empathy; Track

Alignment

N

Deity

Pharasma

Location

Ustalav

Languages

Common, Orcish

Occupation

Bounty hunter and tracker

Strength 18
Dexterity 14
Constitution 13
Intelligence 11
Wisdom 13
Charisma 8

About Grigory Reinhold

Myth-Weavers Sheet

Statistics:
Male CN Half-Orc Ranger
Level 1,
Init +4,
HP 12/12,
Speed 30
AC 16, Touch 12, Flat-footed 14
Fort 3, Ref 4, Will 1,
CMD 17
CMB +5
Base Attack Bonus +1
Melee +5
Ranged +3
Carrying Weight Light: 100, Medium: 200, Max: 300, Over Head: 300, Off Ground: 600, Push/Drag: 1,500
Weapons
Composite Longbow +3 STR (Arrows (40) Silver arrows (20: -1 damage)) 1d20 + 3 (1d8 + 3, x3, Range 110ft, P)
Cold Iron Greataxe 1d20 + 5 (1d12 + 6, x3, S)
Daggers (1 silver, 1 normal) 1d20 + 5 (1d4 +3 (-1 silver), 19-20 x2, Range 10ft, P/S)
Club 1d20 + 5 (1d6 +3, x2, Range 10ft, B)
Sling (Bullets (20)) 1d20 + 3 (1d4, x2, Range 50ft, B)
Armor/Shield,
Studded Leather Armor +3 AC, -1 ACP, +5 Max DEX, 15% Spell Fail
Buckler +1 AC, -1 ACP, 5% Spell Fail
Abilities Str 18, Dex 14, Con 13, Int 11, Wis 13, Cha 8
Condition None

Armor and Weapons:
Weapons
Composite Longbow (Arrows (40) Silver arrows (20: -1 damage)) 1d20 + 3 (1d8 + 3, x3, Range 60ft, P)
Cold Iron Greataxe 1d20 + 5 (1d12 + 6, x3, S)
Daggers (1 silver, 1 normal) 1d20 + 5 (1d4 + 4 (-1 silver), 19-20 x2, Range 10ft, P/S)
Club 1d20 + 5 (1d6 +4, x2, Range 10ft, B)
Sling (Bullets (20)) 1d20 + 3 (1d4, x2, Range 50ft, B)
Armor/Shield,
Studded Leather Armor +3 AC, -1 ACP, +5 Max DEX, 15% Spell Fail
Buckler +1 AC, -1 ACP, 5% Spell Fail

Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits:

Faction - Observant: +1 bonus to Perception checks; Perception = class skill.
Combat - Reactionary: +2 bonus to Initiative.

Special Abilities:
Favored Class - Ranger: +1 HP or +1 skill point each class level.
Favored Enemy - Humanoid (human): +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.
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 Chapter 4). 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.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Skills:

Class skills in italics
(ranks) skill = total bonus
(0) Climb = 4
(0) Craft ___ = 0
(0) Diplomacy = -1
(0) Disable Device* = 2
(1) Handle Animal = 3
(0) Heal = 1
(1) Intimidate = 5
(0) Kn.(Dungeoneering)* = 0
(0) Kn.(Geography) = 0
(1) Kn.(Nature)* = 4
(1) Perception = 6
(0) Profession ___ = 1
(0) Ride = 2
(0) Spellcraft* = 0
(1) Stealth = 6
(1) Survival = 5
(0) Swim = 4

(0) Acrobatics = 2
(0) Appraise = 0
(0) Bluff = -1
(0) Craft ___ = 0
(0) Craft ___ = 0
(0) Disguise = -1
(0) Escape Artist = 2
(0) Fly = 2
(0) Kn.(Arcana)* = 0
(0) Kn.(Engineering)* = 0
(0) Kn.(History)* = 0
(0) Kn.(Local)* = 0
(0) Kn.(Nobility)* = 0
(0) Kn.(Planes)* = 0
(0) Kn.(Religion)* = 0
(0) Linguistics* = 0
(0) Perform ___ = -1
(0) Perform ___ = -1
(0) Profession* ___ = 1
(0) Sense Motive = 1
(0) Sleight of Hand = 2
(0) Use Magic Device* = -1

Equipment:
Starting wealth: 150 gp

Armor:
Studded Leather 25 gp 20 lb.

Shield:
Buckler 5 gp 5 lb.

Weapons:
Cold Iron Greataxe 40 gp 12 lb.
Dagger 2 gp 1 lb.
Silver Dagger 22 gp 1 lb.
Club free 3 lb.
Composite Longbow 400 gp 3 lb.
Arrows (40) 2 gp 6 lb.
Silver Arrows (20) 3 gp 3 lb.
Sling free -
Bullets (10) 1 sp 5 lb.

Magic Items:
Wand of Cure Light Wounds (50/50 Charges) 2PP -
Antitoxin (3) 150 gp -

Gear:
Explorer's Outfit * 8 lb.
Backpack 2 gp 2 lb.
Bedroll 1 sp 5 lb
Caltrops 1 gp 2 lb
Candle(10) 10 cp -
Canvas(7'6"x6') 5 sp 5 lb
Chalk(10) 10 cp -
Fishhook(5) 5 sp -
Flint & Steel 1 gp -
Grappling hook 1 gp 4 lb
Holy Water 25 gp 1 lb
Ink (1oz) 8 gp -
Inkpen 1 sp -
Paper(5) 2 gp -
Parchment(10) 2 gp -
Pitons(6) 6 sp 3 lb
Silk Rope x2 (50ft) 10 gp 5 lb
Sack 1 sp 1/2 lb
Sewing needle 5 sp -
Signal whistle 8 sp -
Waterskin 1 gp 4 lb
Whetstone 2 cp 1 lb
Trail rations(5) 25 sp 5 lb
Holly & mistletoe free -

Wealth earned: 513gp (4-19 Night March of Kalkamedes) + 400 gp (10-16 What the Helms Hide)
Remaining Wealth: 344 gp, 9 sp, 8 cp
Carry Weight: 99.5 lb

Background:
The swampers of the Graidmere hate the Reinholds, who have defended their ranch along the bog’s edge for eight generations. Although the family has suffered curses and murders, they stand as the best-known trackers and bandit hunters in Sinaria.