Abra Lopati

Kennar's page

15 posts. Alias of Tenro.


Race

LIGHTLY USED Human

Classes/Levels

Urban Ranger 1

Age

21

Alignment

CN

Languages

Common, Osiriani, Katapeshi

Strength 13
Dexterity 18
Constitution 16
Intelligence 15
Wisdom 14
Charisma 12

About Kennar

Max HP: 14
Resists:
Immunities:
Init: +3
AC: 17: 10 + 4 DEX + 3 ARMOR

SAVES
FORT: 5 -------|2 Base + 3 CON|
REF : 5 -------|2 Base + 3 DEX|
WILL: 2 -------|0 Base + 2 WIS|
MISC: +4 vs heat, +1 vs fire

COMBAT STATS
Sawtooth Sabre, +5 melee, 1d8+1, 19-20/2, S
TWF Sawtooth Sabre, +3/+3 Melee, 1d8+1/1d8, 19-20/2, S

Favored Enemy: +2 atk/+2 dmg

BAB +1
CMB +4
CMD 15

RACIAL ABILITIES:

  • 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.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Favored Class: +1 HP

  • CLASS ABILITIES:

  • 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).

  • Favored Enemy (Ex)(Humanoid:Human): 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.

  • 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.

  • FEATS and TRAITS:

  • Weapon Finesse (bonus to all players)
  • EWP: Sawtooth Sabre
  • Two-weapon Fighting

  • Foreign Opportunist: +2 appraise, sell value of Ancient Osiriani relics for 60% instead of 50%
  • Desert Child: +4 vs heat, +1 vs fire
  • SKILLS:
    6 + INT 2 + 1 R (+1 bonus craft or Prof)

      Craft Skill and DCs
      Alchemical Items

      See Favored Enemy: Bluff, Knowledge, Perception, Sense Motive, Survival

    • Acrobatics: +4 =r+4 DEX+cc
    • Appraise: +9 =1+3 INT+3 +2T
    • Climb: +1 =r+1 STR+0
    • Craft Weapon: +6 =1+2 INT+3
    • Disable Device: +8 =1+4 DEX+3
    • Heal: +2 =r+2 WIS+0
    • Intimidate: +1 =r+1 CHA+0
    • Know: Dungeon: +6 =1+2 INT+3
    • Know: Geography: +6 =1+2 INT+3
    • Know: Local: +6 =1+2 INT+3
    • Perception: +5 =1+1 WIS+3
    • Profession: +1 =r+1 WIS+0
    • Sense Motive: +5 =1+1 WIS+3
    • Ride: +4 =r+4 DEX+0
    • Spellcraft: +2 =r+2 INT+0
    • Stealth: +4 =r+4 DEX+0
    • Survival: +5 =1+1 WIS+3
    • Swim: +1 =r+1 STR+0

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight; F = Feat


    EQUIPMENT:

    208gp to begin with

    70 Sawtooth Sabre x2
    25 Studded Leather
    2 Dagger
    15 Dungeoneering Kit
    9 Ranger's Kit minus torches (-10lb)
    30 Common Thieves' Tools

    57gp left to spend

    HISTORY and APPEARANCE:

    Appearance: Kennar looks like your average outlander in Wati. His skin is the white of far-off foreign lands, but well-tanned under the Watian sun. He wears the light armor of many martially-minded locals, but chooses to defend himself with a second sword rather than a shield. His sabres, contrary to the norm, have wicked serrated edges and the blades are noticably more thin, if you were to weild them. In his hands, they become a blur of steel.

    History: As a young boy he was sold to a caravan owner by his parents, who could ill afford to feed the growing boy they birthed. Working for most of his young life as manual labor, fetching things, running messages, and tending to animals gave him the skills necessary to get by. But, one night, a strange man showed up in the camp. Before anyone got over the strangeness of a man appearing in the camp while they were tens of miles out in the desert on an ill-traveled path, the man had two strange swords in his hands. A second later, the caravan master was missing his head. The man walked out of the camp without a word, no other man courageous enough to stop him. The men of the caravan had the skill to get to Wati, their destination, but few had the inclination to try to keep that caravan going. They split up the money and signed on to various other caravans, leaving the boy mostly on his own. Already a young man, he spent his time in Wati doing boring work, but wanted more. He could never shake the strange view of the man with the wickedly serrated sabers slicing off the head of his former master.

    He met Morana while signing on to various jobs to try to break into the adventuring circuit. After a few jobs, he could finally afford to have some of those badass-looking swords made. Between his signature swords and Morana's signature metal suit, they were sure to be famous in no time.

    He met Z'ael on a job just two weeks ago. Someone was rounding up adventurous souls to take care of some upstart gang making trouble over in Asp. It was a bit odd, as the gnome didn't really seem the sort to bust heads. Easy enough fellow to get along with, since Kennar was nothing if not patient.

    CAMPAIGN NOTES:

    PLAYER NOTES: