Mayor

Jorus Skyecliff's page

60 posts. Organized Play character for Roidrage.


Full Name

Jorus Skyecliff

Race

Half-elf

Classes/Levels

Ranger(Trapper)-1 HP: 11/11 | AC: 18 (T-13 FF-14) | CMB: +3 CMD: 16 | Perception: +8 |Fort: +3 Ref: +4 Will: +2

Size

6.4 ft

Age

26

Alignment

NG

Deity

Desna

Languages

Common, Elven, Infernal

Occupation

Trapper and Guide

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 14
Charisma 10

About Jorus Skyecliff

Jorus Skyecliff
NG Male Human Ranger(Trapper)-1
Initiative:+2 Perception:+8

Defense:
Armor Class:18, Touch:13, Flatfooted:14
CMD: 16
Max HP: 11Current HP:11
Fortitude +3Reflex +4 Will +2

Offense:
Speed: 30ft
BAB: +1
CMB: +3

Melee:

Ranged:
Sling (10) +5(6), 1d4+1(2) x2 50ft

Racial Traits:
Normal Speed: Half-elves have a base speed of 30 feet.

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

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 gain a +2 racial saving throw bonus against enchantment spells and effects.

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

Multitalented: 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.

Class Traits:
Favored Enemy(Evil Outsiders): 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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.

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.

Traits:
Armor Expert(reduce armor check by 1)
Harvester:You were trained to harvest all parts of an animal with care and precision. You gain a +1 trait bonus on Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.

Feats:
Racial Feat: Skill Focus(Disable Device)
1st Level Feat:Point Blank Shot

Skillz:

Craft(Traps):+5(1R+3Class+1Int)
Disable Device:+10(11)(1R +3Class +3Dex +3Skill focus(+1 TrapFinding))
Handle Animal:+4 (1R+3Class)
Knowledge(Dungeoneering):+5(1R+3Class+1Int)
Knowledge(Nature):+5(1R+3Class+1Int)
Perception:+8(9)(1R+3Class+2Wis+2racial(+1 Trapfinding))
Profession(Trapper):+3(+2wis +1trait)
Stealth:+7(1R+3Class+3Dex)
Survival:+7(2R+3Class+2Wis)

Gear and Weapons:
Explorers Outfit
Lamellar (leather) armor
Buckler
2 daggers
Alchemical Silver Short sword
Cold Iron Dagger
Spiked Gauntlet
Sling w/ 20 bullets
5 Chakrams
Morningstar
Battleaxe
2 Thunderstones
2 Holy water
Oil of Blessed weapon
+Backpack
-Mswk Thieves tools
-Bedroll
-Bell
-Rope(50ft)
-Twine
-magnet
-Chalk(2)
-Flint and steel
Waterskin

673gp, 6sp 8 cp