Full Name |
Mosely Terrahap |
Classes/Levels |
INACTIVE |
Size |
Small |
Age |
25 |
Alignment |
Neutral Good |
Languages |
Common, Halfling; Orc |
Occupation |
Guide |
Strength |
13 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
13 |
About Mosely Terrahap
Mosely Terrahap
Male halfling ranger (guide) 5
NG Small humanoid (halfling)
Init +3; Senses Perception +11
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Defense
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AC 22, touch 15, flat-footed 18 (+4 armor, +3 shield, +3 Dex, +1 size, +1 Dodge feat)
HP 50 (10 + 4 + 9 + 6 + 6, +10 Con, +5 favored class)
Fort +7 (+4 base, +2 Con, +1 halfling luck), Ref +8 (+4 base, +3 Dex, +1 halfling luck), Will +3 (+1 base, +1 Wis, +1 halfling luck)
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Offense
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Speed 30 ft.
Melee Small longsword +7 (1d6+1/19-20/x2, slashing)
Melee Small machete +7 (1d4+1/19-20/x2, slashing)
Melee Small hand axe +7 (1d4+1/x3, slashing)
Melee Skillet +8 (1d4+1/x2, bludgeoning, improvised)
Ranged Small masterwork longbow +10 (1d6/x3, piercing; 100 ft.)
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Statistics
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Str 13, Dex 16, Con 14, Int 12, Wis 12, Cha 13
Base Atk +5; CMB +5; CMD 18
Languages: Common, Halfling; Orc
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Feats
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Level 1
Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Ranger 2 Combat Style feat
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Ranger 3 Endurance feat
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Level 3
Quick Draw (Combat): You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
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Traits
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Helpful (Race): You see nothing wrong with letting others achieve greatness so long as the job gets done.
Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Rough and Ready (Equipment): Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be.
Benefit: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
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Adventuring Skills
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Total skill ranks: 35/10 (30 class, +5 Int; 10 background)
Acrobatics +11 [+9] (5 ranks, +3 Dex, +3 class skill)
Climb +9 [+7] (5 ranks, +1 Str, +3 class skill)
Knowledge (nature) +9 (5 ranks, +1 Int, +3 class skill)
Perception +11 (5 ranks, +1 Wis, +3 class skill, +2 race)
Stealth +15 [+13] (5 ranks, +3 Dex, +3 class, +4 size)
Survival +9 (5 ranks, +1 Wis, +3 class skill)
Swim +9 [+7] (5 ranks, +1 Str, +3 class skill)
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Background Skills
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Knowledge (geography) +9 (5 ranks, +1 Int, +3 class skill)
Profession (cook) +9 (5 ranks, +1 Wis, +3 class skill)
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Gear
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Total starting wealth: 3,500 gp
Explorer's outfit (free)
Small longsword (15 gp, 2 lbs.)
Small chain shirt (100 gp, 12½ lbs.)
Small masterwork heavy darkwood shield (257 gp, 2½ lbs.)
Small masterwork longbow (375 gp, 1½ lbs.)
Small durable arrows, 20 (20 gp, 1½ lbs.)
Small machete (10 gp, 1 lb.)
Small hand axe (3 gp, 1½ lbs.)
Handy haversack (2,000 gp, 5 lbs.)
[
• Coffee beans, 30 packets (5 cp ea., 1 lb. ea.)
• Coffee pot (3 gp, 4 lbs.)
• Compass (10 gp, ½ lb.)
• Cooking kit (3 gp, 16 lbs.)
• Crowbar (2 gp, 5 lbs.)
• Flint and steel (1 gp)
• Halfling trail rations, 10 days (2 gp ea., 5 lbs.)
• Hooded lantern (7 gp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Oil, 5 vials (1 sp ea., 1 lb. ea.)
• Potion of bull's strength (cl 3)
• Potion of cure moderate wounds (cl 3)
• Rope, spider silk, 50' (100 gp, 4 lbs.)
• Shovel (2 gp, 8 lbs.)
• Small bedroll (1 sp, 2 1/2 lbs.)
• Small blanket (5 sp, 1 1/2 lbs.)
• Small grooming kit (1 gp, 1 lb.)
• Small tent, 1 person (10 gp, 10 lbs.)
• Small waterskins, 4 (1 gp ea., 2 lbs. ea.)
• Soap (1 cp, ½ lb.)
• Tent cover (15 gp, 15 lbs.)
• Vermin repellent, 20
• Whetstone (2 cp, 1 lb.)
• 542 gp, 1 sp, 7 cp
]
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Special Abilities
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Halfling
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Ranger (guide) 5
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).
Ranger (Guide) 1
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.
Ranger 1
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Ranger 1
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.
Ranger 3
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
The full list of Combat Styles can be found here.
Chosen Combat Style: Weapon and Shield
Chosen Feat, level 2: Shield Focus
Ranger 3
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Ranger 3
Favored Terrain: At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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.
Chosen Terrain: Jungle +2
Ranger (Guide) 4
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.
Level 5
Step Up (Combat): You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
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Backstory
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Description: Mosely is usually a little bit dusty, as he spends a great deal of time on the road. He has a small, round nose, wary eyes, and rough sandy brown hair that's slightly curly and usually unkempt. He is surprisingly tough and wiry for a halfling, and very quick and precise. His ears are slightly pointed and his feet large and fuzzy.
While traveling he wears a perfectly-fitted leather pack with many straps and buckles, all carefully strapped down to minimize any clanking or shifting of his traveling gear, which includes a full set of cooking utensils. He carries a small sword and shield and wears a mail coat and isn't afraid to use them. Though slightly chubby, like many halflings, he has exceptional stamina.
Hair: Sandy brown
Eyes: Brown
Height: 3' 1"
Weight: 42 lbs.
Age: 25 years
Background: In his youth he always liked playing hide-and-seek in the woods, and spent as much time as he could outdoors. He grew up as the third of four children to a married couple who catered a traveler's inn. Because many travelers came through the place, Mosely developed a fondness for tales of faraway lands and the romance of adventuring. Though his primary duty was helping with cooking for the guests, he always took opportunities to ask about the travels of the patrons, and to sneak off to visit other places when the opportunity presented itself.
Mosely picked up his various skills haphazardly, some from friendly travelers, others from trips to nearby towns for supplies - where he'd stay in town for two or three days, fit in opportunities to study various crafts with the risk-takers there, and then head home with the family's cart and pony carrying food, new linens, clothing, and other such goods for the family and the business.
Though Mosely's family hoped that he would settle in and help run the business, his wanderfoot was too strong and instead he squirreled away pennies and scrimped and saved, slowly accumulating various curiosities and mathoms until he had amassed a collection of traveling gear. Finally, on one fine day in the spring, he bid farewell to his family and set off on a journey.
Some of the encounters on the road included a few tussles with marauding orcs coming down from the hills, and Mosely picked up a few tips on fighting them as well as the rudiments of their language.
After some harrowing encounters on the road he came to grips with the realities of adventuring but decided to buckle down, tighten his belt, and see how far he could go!
Mosely came to the uncharted lands because he had a severe case of wanderfoot. He wanted to get out of the comfortable idylls of bucolic halfling farmland and "see the world." Now that he's been on the frontier he's adapted to life there and he's starting to feel at home there - slowly turning into a half-pint Allan Quatermain. He's been into the jungle a few times on safaris and expeditions and has developed significant survival skills as a result.
Mosely has two main near-term goals at this point:
1. Explore the jungle and find some place so mind-blowing that he can take back stories of it that he'll be retelling for the rest of his life.
2. Amass just enough wealth that when he starts getting old and feeling that cold settling in his bones he can afford a nice estate on the edge of the jungle where he can live out his last days.
Mosely's rival is his own version of Belloq against Indiana Jones: Greneg Blacktooth, a goblin archeologist who is quick to pounce on various discoveries in the wilds and make his own claims. Greneg is mostly a nuisance (and sometimes a comedic one) but he has an uncanny ability to show up at just the right time with a group of hired bugbears to back him up, frequently precipitating a hurried retreat (with much cursing) on Mosely's part.
Personality Traits: Mosely is a bit of an oddity among halflings, as he likes traveling, he enjoys the woods, and he rarely complains about hardship. He is sociable and easygoing, loves cooking and likes the woods. He is a strong climber and swimmer and unlike many halflings he likes swimming. By all accounts he's an oddball who should've been born a human or an elf. He isn't especially greedy, though he likes the comforts that come with modest wealth. He likes working with animals and always gives them names if they don't have one. He doesn't particularly enjoy fighting, but he doesn't shy from it when necessary. He is good with children.
Mosely has a prodigious palate, always willing to try new foods, the more "exotic" the better. He doesn't shy from comfort foods, though, and has a special fondness for biscuits and gravy with an onion and mushroom omelet for breakfast.