Sable Company Elite Marine

Jean-Phillipe Poulain's page

324 posts. Alias of joerice.


Full Name

Jean-Phillipe Poulain

Race

Human (Galt)

Classes/Levels

HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

Gender

Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water)

Size

M

Age

35

Alignment

N

Deity

None

Languages

Common, Galt,Polyglot

Occupation

Guide

Strength 10
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Jean-Phillipe Poulain

Jean-Phillipe Poulain
Male Human Ranger (Warden) 5/Fighter 1
N Medium Humanoid (Human)
Init +3 (+7 undergrund, +5 water) ; Perception: +11 (+15/+13)
--------------------
Defense
--------------------
AC 20 (17 ff, 14 touch)
hp 46
Fort +8, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
BAB+6/1
Melee: mwk Dueling Sword +10/5 (1d8)19/20
Melee: Quarterstaff +6/1 (1d8)
Ranged: "Mimi Kuishi" +1 Longbow +10/5 (+11/6 w'in 30ft) (1d8+1)x3
--------------------
Statistics
--------------------
Str 10, Dex 17 (10 pts, Level Four +1), Con 12 (Human +2), Int 10, Wis 16 (10 pts), Cha 10
Base Atk +6; CMB
Feats :
1. Precise Shot (Human Bonus)
2. Point Blank Shot (Level 1)
3. Aquatic Combatant (Fighter Bonus)
4. Weapon Finesse (Level 3)
5. Exotic Weapon Proficiency: Dueling Sword (Level 5)
6. Endurance (Ranger Bonus)
Traits: Seeker
Skills:
Climb 9 (0+1+6+2)
Craft Arrows 6 (0+3+3)
Knowledge (nature) 5 (0+2+3)
Linguistics 1 (0+1)
Perception 11 (3+6+1+1) (15 underground, 13 water)
Profession (Sailor) 11 (3+5+3)
Stealth 10 (3+6+1) (14 underground, 12 water)
Survival 12/14 to track (3+6+3) (16/18 underground, 14/16 water)
Swim 11 (0+6+3+2)
Languages: Common, Galt, Polyglot
--------------------
Spells and Special Abilities
--------------------

Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy 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).TERRAINS: Underground +4, Water +2

Live in Comfort (Ex): At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats.

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.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Terrain Bond (Ex): At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.

Able Explorer (Ex) At 5th level, when making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher. This ability replaces the ranger's second, third, and fourth favored enemies.

Ranger Spells a Day/DC

1: (2/day) DC 14 Deadeye's Lore, Gravity Bow

EQUIPMENT:
+1 Longbow "Mimi Kuishi"
Amulet of natural armor +1
Ring of deflection +1
Armored Coat +1
mwk dueling sword
Quarterstaff
wand of cure light wounds
cloak of resistance plus 1
mwk backpack
spelunker's kit
diver's kit
gear maintainance kit
survival kit
wand of air bubble
340 gp