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About Joan PorterJoan Porter
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............. .............. Joan Porter: The Two-faced Freebooter Trapper Ranger Porter GM Fluff:
I am Recruiting for a new campaign with a nautical theme. You will be playing part of the crew of a merchant ship sailing for the colonies in the untamed wilderness of a far away continent. The voyage is long and dangerous, are you willing to take the job? Fluff to get you in the mood:
The crowd has formed into a rough queue before a desk where a smartly turned out man sits and questions potential applicants one by one. The mood is generally jovial loose groups have formed in some places along the line and their occupants joking and telling stories.
...... Ranger (Freebooter & Trapper) Lvl 1 CN Human (Stat line #6, +2 human)
1 free profession rank (This will be considered a class skill):
2 traits: Convincing Liar & World Traveler 1 Character flaw:
Name: Joan Porter
Bio:
Joan grew up tagging along with her father on sea voyages or docks for most of her childhood. She never got the full story on what happened to her mother. Often the only girl on a ship full of men, Joan perfected the arts of seeming innocent and getting her way. Meanwhile, she also learned to be strong and tough and to make herself useful when the going got rough. After her father was unceremoniously bludgeoned to death one evening outside a tavern near the docks after a night of gambling gone bad, fourteen-year-old Joan hopped the next ship out of town, and has been on the move and on her own ever since. Oh, yes, she has joined ship crews before (some more legal than others). She's even gained a decent reputation as a strong, helpful, and pleasant porter. But she only really cares about one person: herself. Reason to go to sea:
Sea travel is the only life Joan knows. She's never stayed in one town more than a few weeks at a time, and it's usually less. This months-long voyage on the Lady Sue to distant and exotic St. Valeros sounds exciting, and the pay offered isn't bad, either. Besides, if she can get the officers to like her enough, she'll probably get multiple bonuses for hard work. And, seeing a new place is often its own reward. 3 words to describe Joan: Adventurous, Charming, Sly Trait - Convincing Liar:
You've spent your life perfecting the art of half-truths in order to accomplish what you need to. Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. Trait - World Traveler (Human):
Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Extra Human Feat - Alertness:
You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. 1st Level Feat - Skill Focus (Bluff):
Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Skills:
Extra: Profession (Porter) Extra Human Skill: Sense Motive Favored Class Skill: Disable Device 1 Skill from INT: Bluff 6 Skills from Class: Climb, Heal, Knowledge (Geography), Perception, Survival, Swim Bluff: +11 (+3 CHA, +1 rank, +3 class skill, +1 trait, +3 feat)
Languages: Common & Polyglot Speed: 30 HP 1d10+1/lvl: 11
Trapper/Trapfinding:
A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills. Trapfinding A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Freebooter/Freebooter's Bane:
A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics help organize and direct a crew, and freebooters’ talents are in high demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends.
The freebooter is an archetype of the ranger class. Freebooter's Bane (Ex) At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy. Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy 1d20+4(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. Equipment (Starting with 175 gp...) Leather Armor -Leather 10 gp +2 (+6 0 10% 30 ft.) 15 lbs.
Backpack -(2 gp 2 lbs.)
Hooded Waterproof Lantern 12gp 2lb:
Hooded Lantern A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand. Price 7 gp; Weight 2 lbs. Waterproof Lantern Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark. Price +5 gp; Weight — Cards, marked 1 gp 1 lb.:
Marked Cards Whether bent, colored, or scratched, marked cards allow an informed user to know what’s on the front of the card by viewing the mark on the back. Realizing that the cards are marked requires a DC 25 Perception check. Funds Used: 121gp and 9sp Funds Remaining:
Total Weight Carried: 57.5lbs, or 36.5 lbs without backpack
Carrying Capacity - Str 14:
Light Load = 58lb Medium= 59-116lb Heavy/Lift Over Head = 175lb Lift = 350lb Drag/Push = 875lb -------
Notes to self, not part of character:
Mirror (10), Journal/Speech Book (10), Ink (8), 10 Inkpens (1), Scholar's Outfit (5), Umbrella (2) Ioun Torch -75gp Longsword 15 gp 1d8 19–20/×2 — 4 lbs. S Rapier 20 gp 1d6 18–20/×2 — 2 lbs. P Kukri 8 gp 1d4 18–20/x2 — 2 lbs. S Probably not - b/c freebooter: Favored Enemy (Ex) 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. |