Ringeirr Malenkov

Grimgisli's page

603 posts. Alias of hustonj.


Full Name

Grimgisli, son of Grimvuldr

Race

Ulfen Human

Classes/Levels

Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

Gender

Male

Size

Medium (5'10", 170#)

Age

19

Special Abilities

Focused Enemy (Humanoid (Human) +2); Track (+1) ; Forest Ghost (+1)

Alignment

Neutral Good

Languages

Skald; Taldane; Hallit; Shoanti

Occupation

Hunter

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 9

About Grimgisli

Description: If the name and accent didn't make it obvious enough, Grimgisli's pale complexion and braided deep scarlet hair and beard clearly identify his Ulfen heritage. All of these contradict his unusually small size, standing about 5'10" and around 170#, well below normal for an Ulfen warrior. His clothing is slightly worn and functional, primarily in whites and pale greys.

Background:
Born and raised in Ludovny, a smaller village adjacent to the Hoarwood Forest, Grimgisli started learning the arts of the hunter at a young age. Shortly after his 11th birthday, he, Grimvuldr (his father) and Grimfastr (his older brother) were out hunting. They had been following a small deer, and Grimgisli was overloading on adrenaline. He saw some movement off to their side and quickly spun and took the shot, even as his father was extending his arm in flat arc to signal no. The boy's arrow struck true, and managed to pierce the coat of the great bear which turned towards the three of them and charged, looking to return the pain. Grimvuldr screamed at his boys to run, as he turned to face the bear and buy them time. They boys fled, and Grimvuldr bled.

Grimfastr made certain that Grimgisli's life was unpleasant after that, far more so than their mother allowed, but always where she could do nothing about it. This drove Grimgisli out into the wilderness, out to explore, to travel, to learn what he could of what lies over the next hill, round the next bend, and wherever else he could manage to take himself.

He has survived by hunting and helping guide those who dared to travel across Irrisen. He has seen much suffering and little joy. This has helped him grow to understand that Grimfastr's fate was never going to be what he wanted, but also that he will never be able to convince his brother of that truth. Knowing of himself as a small man with even less political stature or leaning, Grimgisli decided to see more of the world, and he began trekking South.

He has wandered across most of Avistan, crossing into the Relam of the Mammoth Lords before turning South. The majority of his travel, once clear of Irrisen, has been in larger groups. He has recently been working his way through Taldor, and has stumbled into the unnatural cold around Heldren, something he finds both familiar and very distrubing, being this far South.

He has encountered many people in his wanderings, a few he has come to see multiple times and become acquainted with. One of these is Nadya Peska. He has done some trading for her, including the travel to acquire items not readily available near her home.

Grimgisli's biggest fear is that he will prove still as inept as he was when he got his father slaughtered, causing the pointless death of other innocents. This leads him to defend people that most Irrisen Ulfens would ignore, or watch die. It also leads to him taking much greater risks with his own life than he should, trying to keep those others alive.


Combat stats:
Init +5 (Dex+4, Gruff Watcher+1)
Speed 20' (30' w/o pack)
Melee+3, Ranged/Finesse+6, CMB+3/6 (BAB+2, Str+1, Dex+4)

Standard:
MW Str (+1) Composite Longbow +7 for 1d8+1 @ x3 over 110' P (40 arrows)
(Ranged, MW, Str+1)
Kukri +3 for 1d4+1 @ 18+ S
(Melee)
Cold Iron Dagger +3 for 1d4+1 @ 19+ S
(Melee)

Full:
MW Str (+1) Composite Longbow +5/+5 for 1d8+1 each @ x3 over 110' P (40 arrows)
(Ranged, MW, Rapid Shot, Str+1)

+1 Ranged attack & Damage w/i 30'
No penalty for Ranged into melee
+2 Attack & Damage vs Focused Enemy (Humanoid (Human))

HP 24 (20+2x1Con+2x1FavoredClass)

AC17, T14, F13, CMD17 (Armor+3, Dex+4, BAB+2, Str+1)

Fort+ 4 (Base3+Con1)
Ref+ 7 (Base3+Dex4)
Will+ 2 (Base0+Wis2)


Magic:
** Spells Prepared **
Level 1 - DC 13 - 0/0


Skills & Languages:
Class6+Int1=7 Skill Ranks/Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 4-Acrobatics 4+0+0(-ACP)
+ 1 Appraise +1+0+0
- 1+Bluff -1+0+0(+2 Focused Enemy, Human)
+ 1-Climb +1+0+0(-ACP)
+ 1 Craft +1+0+0
- 1 Diplomacy -1+0+0
- 1 Disguise -1+0+0
+ 4-Escape Artist +4+0+0(-ACP)
+ 4-Fly +4+0+0(-ACP)
+ 2 Heal +2+0+0
- 1 Intimidate -1+0+0
+ 7 Knowledge (Geography) +1+2+3+1 Restless Wayfarer
+ 7+Knowledge (Local) +1+2+3+1 Restless Wayfarer(+2 Focused Enemy, Human)
+ 6 Knowledge (Nature) +1+2+3
+ 8+Perception +2+2+3+1 Gruff Watcher(+1 Forest Ghost)(+2 Focused Enemy, Human)
- 1 Perform -1+0+0
+ 7 Profession (Guide) +2+2+3
+ 4-Ride +4+0+0(-ACP)
+ 2 Sense Motive +2+0+0(+2 Focused Enemy, Human)
+11~Stealth +4+2+3+2 Practiced Hunter(+1 Winter Warrior)(-ACP)
+ 9+Survival +2+2+3+2 Practiced Hunter(+1 Winter Warrior)(+1 Tracking)(+1 Forest Ghost)(+2 Focused Enemy, Human)(+2 MW Survival Kit)
+ 1-Swim +1+0+0(-ACP)

ACP -3; -0 w/o Pack

Languages Known: Skald; Taldane; Hallit; Shoanti

Feats & Traits:
** Feats **
Human: Point Blank Shot
1 Precise Shot
R Rapid Shot
R <Endurance>
3 <Weapon Finesse?>
5
R
7
9
R
11
13
R
15
17
R
19

**Traits **
Campaign: Restless Wayfarer: +1 Trait Knowledge (Geography) & Knowledge (Local); Speak 1 additional language
Race (Ulfen): Gruff Watcher: +1 trait bonus on initiative checks and Perception checks
Regional (Irrisen): Winter Warrior: +1 Trait Stealth & Survival in ice-or snow-covered terrain


Gear:
1,000 WBL (Level 2)
x,xx8.0.0 Outfit, Cold Weather (7#)
FREE.0.0 Outfit, Explorer's (8#)
x,175.0.0 MW Studded Leather Armor (20#/+3/+5/-0/15%/30')
x,500.0.0 MW Str (+1) Composite Longbow (3#/1d8+1/x3/110'/P)
x,xx4.0.0 Arrows, normal, x80 (12# - half in pack)
x,xx8.0.0 Kukri (2#/1d4/18+/S)
x,xx4.0.0 Cold Iron Dagger (1#/1d4/19+/10'/P or S)
x,xx9.0.0 Kit, Ranger's (28#, Backpack, Bedroll, Belt Pouch, Flint & Steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin)
x,x49.0.0 MW Backpack (4# - Sell standard Pack for half, -2#)
x,x75.0.0 Ioun Torch (-#)
x,x50.0.0 MW Survival Kit (5#,+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather)
FREE.0.0 Sell 10 torches (-10# and +5 Copper)

882.0.0 spent for 78# (40.5# w/o Pack)
118 gp, 0 sp, 5 cp on hand

Light <=43# (50# w/ Pack) By armor
Medium <=86# (100# w/ Pack) +3/-3/2-'/x4
Heavy <=130# (150# w/ Pack) +1/-6/20'/x3


Ranger (Woodland Skirmisher) 1:
Alignment Any
Hit Die: d10.
Class Skills: The Ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Focused enemy +2, forest ghost, track
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 Endurance, focused terrain +2
4th +4 +4 +4 +1 Hunter's bond, spells
5th +5 +4 +4 +1 Focused enemy +4
6th +6/+1 +5 +5 +2 Combat style feat
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2 Swift tracker, focused terrain +4
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 Focused enemy +6, combat style feat
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Camouflage
13th +13/+8/+3 +8 +8 +4 Focused terrain +6
14th +14/+9/+4 +9 +9 +4 Combat style feat
15th +15/+10/+5 +9 +9 +5 Focused enemy +8
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 Combat style feat, focused terrain +8
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 Focused enemy +10, master hunter
Weapon and Armor Proficiency: A Woodland Skirmisher is proficient with all simple and martial weapons and with light armor. This replaces the normal ranger armor and weapon proficiency.
Focused Enemy (Ex): At 1st level, a Woodland Skirmisher selects one favored enemy (“humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.
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.
Forest Ghost (Ex): At 1st level, a Woodland Skirmisher adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain. This ability replaces wild empathy.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Combat Style Feat (Ex): 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.
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.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Focused Terrain: At 3rd level, a Woodland Skirmisher selects one favored terrain (“cold”). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level. This otherwise acts as and replaces the standard Favored Terrain ability.
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: Antelope, Armorfish, Baboon, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Elk, Falcon, Hobbe Hound, Horse, Kangaroo, Lizard (Giant Gecko), Marsupial Devil, Pony, Ram, Reef Snake, Reef Snake, Reindeer, Shark, Spitting Cobra, Stag, Stingray, Swan, Trumpeter, Thylacine, Venomous Snake, Wolf, Wolfdog, Yak, Zebra. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose from this list instead: Armorfish, Reef Snake, Shark, Stingray. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
At 4th level, a Woodland Skirmisher increases his number of spells per day by +1 for every spell level. This means the irregular gets at least 1 spell per day as soon as he gains access to a level of spells, even if Table 3–12: Ranger in the Core Rulebook lists 0 for spells per day.
A Woodland Skirmisher also learns to draw upon druidic magic, perhaps from association with the druids of Crystalhurst or a natural connection to the magic of the Fangwood. Each day when the ranger prepares spells, he may choose one druid spell and prepare it as if it were on the ranger spell list as a ranger spell of its druid spell level.
Spells Per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 1 - - -
5th 2 - - -
6th 2 - - -
7th 2 1 - -
8th 2 2 - -
9th 3 2 - -
10th 3 2 1 -
11th 3 2 2 -
12th 3 3 2 -
13th 4 3 2 1
14th 4 3 2 2
15th 4 3 3 2
16th 4 4 3 2
17th 5 4 3 2
18th 5 4 3 3
19th 5 4 4 3
20th 5 5 4 4
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Improved Evasion (Ex): At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex): At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Ulfen Human:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
Languages: Skald; Taldane; Hallit
Favored Class: Ranger: +1 HP

Attributes:
20 Point Buy
Point Race Level Gear Boon Total
x2 12 +0 12 +0 12 +0 12 +0 S 12 +1
10 16 +2 18 +0 18 +0 18 +0 D 18 +4
x2 12 +0 12 +0 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 12 +0 I 12 +1
x5 14 +0 14 +0 14 +0 14 +0 W 14 +2
-1 x9 +0 x9 +0 x9 +0 x9 +0 H x9 -1