![]()
About Nathon HummelNathon Hummel
Initiative : +3, BAB +5, Speed: 30'
AC: 19, 17, 13 (normal, flat-foot, touch) (+6 Breastplate,+2 Dex, +1 ring )
Weapons, Ranged :
Weapons, melee:
Description: Nathon is a tall handsome youth whose slenderness belies his strength. Plainly dressed with brown hair, he appears common enough at first glance and his clear bell-like voice and humble demeanor can be quite charming. Closer examination shows that his eyes are not a common hazel, but rather are a luminescent opal. Skills and Languages:
7/level : (6)+1 Intelligence = 35 Acrobatics___ 1 = 2 +2 D - 3 Armor (No ACP on Jump)
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Untrained:
Languages: Common and Celestial and Draconic.
Traits and Feats:
Traits: Reactionary World Traveler: Diplomacy, +1 trait bonus on that skill, class skill. 1st Level Ranger: Track, Favored Enemy: Magical Beasts (+2), Wild Empathy
Background:
Nathon was born the younger son of a local robber baron. His father is a hard man with a small holding who lives beyond his means. In order to continue his luxurious lifestyle, including equipping his sons and men-at-arms with the best gear available, the baron often supplements his income by extortionate tolls on travelers and taxes on his peasants.
Nathon favors his maternal grandmother, the daughter of a well-respected priest of Shelyn and a celestial mother. Nathon's mother was a great beauty, but was not blessed with his grandmother's wisdom. Nathon quarreled with his father over his treatment of the tenants. He became so upset that he swore a great oath renouncing his privledged position and connections. He left his noble arms and belongings behind and walked away with only commoner's clothes, a knife, and the shortbow of his friend the Master of the Hunt. Since leaving home, he's drifted and made a living as a huntsman and guide. He still spurns any extratravagant trappings of wealth or nobility. No horse, no "noble arms", just enough cash to live on. His excess money went to commoners in need. He has relented slightly from his original vow in that he has accumulated some very fine equipment, "the better to defend commoners." Other Description:
Equipment:
+1 Agile Breastplate 1350 gp +6AC +3MaxDex –3 ACP (-0 on climb and jump) 20 ft. 30 lbs. Ring of Protection +1 2000 gp +1 Longbow, composite 1600 gp 1d8+2 ×3 110 ft. 3 lbs. P
+1 Falchion 1375 gp 2d4 18–20/×2 — 8 lbs. S Efficient Quiver Price 1,800 gp; Weight 2 lbs. Elixir of Tumbling Price 250 gp; Weight — Silversheen Price 250 gp; Weight — Antitoxin (vial) 50 gp **
Feather Token, whip 500 2x Potion of Cure Light Wounds 100 gp Potion of Expeditious Retreat, 2nd level 300 gp
97.5 gp in cash lantern, shuttered -- everburning
Ranger Kit
Tanglefoot bag (free) Mule
Ranger Feats:
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.
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 or identify 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. Skirmisher:
Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests. A skirmisher has the following class features. Hunter's Tricks: At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. Ability scores and Aasimar Traits:
Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits. +2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Ability Calcs: S 16 D 14 Co 13 I 12 W 12 Ch 12 // 10+5+2+2+0+0+1 (Racial +2W, +2Ch) +1 Con (4th level) Other stuff:
The tipster's note to Simon:
***
The Dead Well - Inn - 'Lucky' Ben Willhuff
The Lodge - Lodge/Guild - Tandifor Stroot Pact Hall - Temple of Evil - Shiyara |