Cale the Calistrian

Karl the Bastard's page

586 posts. Alias of psychicmachinery.


Race

Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 /

Classes/Levels

Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

About Karl the Bastard

Karl the Bastard
Male Half-Elf Ranger (Guide) 4 / Rogue 2
CG Medium Humanoid
Init: +4; Senses: Low-Light Vision; Perception +16

Appearance:

Before you stands a half-elf, six feet tall and thickly-muscled. His pale blond hair and slate grey eyes belie the Ulfen stock of his human heritage.

Age 26 years, Height 6'0", Weight 180 lbs, Hair Pale Blonde, shoulder length, clean shaven, Eyes Slate Grey

Defense:

AC 18, touch 13, flat-footed 16 (+6 Chain Shirt +1, +2 Dex, +1 deflection)
Hp: 49 (10+2d8+3d10+6 Con +5 FC)
Fort +5, Ref +9, Will +5
Defensive Abilities: +2 vs. enchantment spells & effects; Immune: Sleep

Offense:

Speed: 30’
Melee: +3 greatsword (w/ pommel stone) +12 (2d6+9) or heavy flail +9 (1d10+6) or Cestus +9 (1d4+4)
Range: +1 Composite Str (+3)Longbow +8 (1d8+4) or dagger +7 (1d4 + 5)

Special Abilities:

Track (Ex) (+2 to Survival Skill Checks to Track)

Wild Empathy (Ex) (+4 to interact with animals)

Ranger’s Focus (Ex):
At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy. (2 / day)

Sneak Attack +1d6

Trapfinding (+1 to spot and disable traps)

Evasion

Rogue Talent (Combat Trick / Quick Draw)

Combat Style Feat (Archery / Rapid Shot)

Favored Terrain (Ex)(Underground):
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Bonus Feat (Endurance)

Terrain Bond:
At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger 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 Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
This ability replaces hunter’s bond.

Spellcasting:
CL: 1st
Concentration: +3
1st Level - 1/day

Spells Prepared:

Statistics

Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 10

BAB +5; CMB +9; CMD 21

Feats: Skill Focus (Perception), Power Attack (-2 to hit, +4 to damage (+6 w/ 2h weapon)), Iron Will, Quick Draw (rogue talent), Rapid Shot (Combat Style Feat) (-2 to hit, one additional shot on full attack), Endurance (Bonus Ranger Feat), Deadly Aim (-2/+4)

Skills: Acrobatics +9 (4 rank, 3 class, 2 dex, 0acp), Climb +8 (1 rank, 3 class, 4 str, 0ACP), Disable Device +12 (6 rank, 3 class, 2 dex, 1 trapfinding, 0ACP), Escape Artist +2 (2 dex, 0ACP), Handle Animal +4 (1 rank, 3 class), Heal +2 (2 wis), Knowledge (Dungeoneering) +4 (1 rank, 3 class), Knowledge (Geography) +4 (1 rank, 3 class), Knowledge (Local) +5 (2 rank, 3 class), Knowledge (Nature) +6 (3 rank, 3 class), Perception +16(+17) (6 rank, 3 class, 2 half-elf, 2 wis, 3 skill focus), Ride +6 (1 rank, 3 class, 2 dex, 0ACP), Sense Motive +6 (1 rank, 3 class, 2 wis), Stealth +12(+13) (6 rank, 3 class, 2 dex, 0ACP, 1(2) trait), Survival +11(+12) (6 rank, 3 class, 2 wis, +1 Track), Swim +8 (1 rank, 3 class, 4 str, 0ACP), UMD +4 (1 rank, 3 class)

Total skill ranks: 41 (ranger x4 = 24, rogue x2 = 16, 1 FC)

Traits: Highlander (+1 Stealth, +2 in Hills), Armor Expert (Reduce Armor Check Penalty by 1), Chance Savior (+2 Initiative)

Languages: Common, Elven

Equipment:

Magic:
Enchanted Whetstone (Grants +1 to hit and damage to a slashing or piercing weapon 1/day. Lasts 24 hours.)Upgraded: The sharpening stone has been worn smooth, but it can now be attached to the pommel of any weapon with a hilt. It must be attached for 24 hours before the weapon gains the benefits. It adds a +1 to hit and +1 to damage, increasing by +1 every five character levels (so +2 at 6th, +3 at 11th, etc). – On Greatsword

haunt siphon - If opened within 20 feet of an incorporeal spirit, ghost, haunt, etc, the haunt siphon deals 2d6 points of positive energy to the target. Opening the haunt siphon is a move action that requires two hands; one to hold it and another to open the clasp and twist the lid.

If used, the haunt siphon automatically resets in 24 hours, but it can be manually reset if a spell of positive energy of at least 1st level is cast into it.

Ring of Protection +1

2 potions cure moderate wounds (3d8+3)
1 potion lesser restoration (CL 3)
2 potions cure light wounds (1d8+1)
1 potion darkvision (CL 3)
1 potion fly (CL 5)

Weapons:

+1 Greatsword (+3 w/ pommel stone) (2d6/19-20/x2) 8 lbs S
Heavy Flail (1d10/19-20/x2) 10 lbs B disarm, trip
Cestus (1d4/19-20/x2) 1 lb B or P
+1 Composite Strength (+3) Longbow (1d8x3) 3 lbs P 110' range
Dagger (1d4/19-20/x2) 1 lb P/S 10' range
Dagger (Cold Iron) (1d4/19-20/x2) 2 lbs P/S 10' range
Flask Acid (1d6) 1 lb ranged touch, splash 10'
2 Flasks Alchemist’s Fire (1d6) 1 lb each, ranged touch, splash 10’
Notes: Karl takes care to sharpen his Daggers with a whetstone each night before he sleeps. (+1 Damage on first hit)
28lbs total weapons
Armor:
+1 Chain Shirt +5 AC, +4 MDB, -1 ACP, M: 30', 25 lbs

Armor Notes:

When Karl first left his mother's home, he had to clothe himself against the cold nights and got into the habit of wearing the skins of the animals he took, layer upon layer, no matter the weight. Eventually he became accustomed to the extra bulk and now barely even notices the weight of his armor and clothing. (Armor Expert Trait) Additionally, Karl is quite fastidious about his armor and equipment having had to work for everything he owns. He will scrub and blacken his armor whenever possible, and often can be found mending some small piece of equipment when he has a spare moment.

Other Equipment:

(* = in backpack) (**on horse)
Explorer's Outfit (worn)
Courtier’s Outfit (worn or on horse)
50gp in miscellaneous jewelery
Masterwork Backpack 4 lbs (+1 Str Score for Carrying Capacity)
Travelers' Outfit 5 lbs**
2 Wrist Sheathes 1 lb each
Masterwork Thieves Tools - 1lb
16 Arrows 3lbs
20 Silver Blanch Arrows 3lbs
20 Ghost Salt Blanch Arrows 3lbs
20 Blunt Arrows 3lbs
20 Cold Iron Blanch Arrows 3lbs
10 Adamantine Blanch Arrows 1.5lbs
20 Thistle Arrows 3lbs
40 Arrows 6lbs**
Flint & Steel - lbs
Bedroll 5 lbs**
Winter Blanket 3 lbs**
Belt Pouch 1/2 lb
Antiplague –
Antitoxin -
Fishook & 50' line 1/2 lb
Flask 1 1/2 lbs
Waterskin 4 lbs
Pot, iron 4 lbs**
2 Trail Rations 1 lb each**
50' Silk Rope 5 lbs*
Sewing Needle & Thread - lbs
Shovel 3 lbs**
Small Tent 15 lbs**
2 Sunrods 1 lbs each*
Whetstone - lbs*
Small Mirror 1/2 lbs*

Plot Items:

Encumbrance 90.5 lbs (L: <117 lbs; M: 117-233; H: 234-350)

Karl's Horse:
Combat Trained Heavy Horse CR 2
XP 600
N Large animal
Init +4; Senses low-light vision, scent, Perception +8
Defense
AC 19, t 13, ff 15 (+4 Dex, -1 size, +2 nat, +4 armor)
hp 19 (2d8+10)
F +8, R +7, W +3
Offense
Sp 50’
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+5)
Space 10ft.; Reach 5ft.
Statistics
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
BAB +1; CMB +7; CMD 21 (25 vs. trip)
Feats Run, Light Armor Proficiency
Skills Acrobatics +3, Climb +4, Escape Artist +3, Perception +8, Stealth +3, Survival +3, Swim +4
Languages None
SQ Combat Trained: (attack, come, defend, down, guard, and heel)
Treasure Masterwork Chain Shirt Barding (+4 AC, -1 ACP) = 550gp, 50lbs; Bit & Bridle 2gp, 1 lb, Military Saddle 20gp, 30lbs, Saddlebags 4gp, 8 lbs (300gp for animal itself. Total: 876gp)
Carrying Capacity:
Light 399 or less, Medium 400 - 798, Heavy 799 - 1200

Personal Item:

Karl carries a small, gold locket. Inside is a miniature portrait of his mother. She is depicted as she was when she first ran off with Karl's father. The locket itself is worth around 5g in materials. Karl keeps it in a small pocket in his vest. He does not take it out or look at it very often, but he does take comfort from its presence. It was the only item of value that was not pawned before Karl's mother began laying with men for coin. Karl stole it when he left home.

Family:

Felanwyr Tarranwyll, Father, male elf, whereabouts unknown
Ingrid Olesdottir, mother, female human (ulfen), deceased, buried outside the town of Lepidstadt
Ole Riggsen, maternal grandfather, male human (ulfen), whereabouts unknown

Wealth: 3066g, 9s, 4c