Bounty Hunter

Random Derrick's page

321 posts. Organized Play character for jamie noone.


Full Name

Random Derrick

Race

Human

Classes/Levels

Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Gender

Male

Size

Medium

Age

19

Strength 12
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 17

About Random Derrick

Random Derrick
PFS # 80181-3
XP 8; Fame 16; Prestige Points 14

Scenarios completed:

01.1 Voice in the Void
01.2 Beggar's Pearl
01.3 Pallid Plague
02.1 Delirium's Tangle
02.2 Shades of Ice 1
02.3 Shades of Ice 2
03.1 Shades of Ice 3
03.2 The Traitor's Lodge

Random Derrick
Male Human (Taldan) Ranger 2 / Aberrant Sorcerer 1
CG Medium Humanoid
Init +2; Senses Perception +6
--------------------
Spells & abilities Arcane spell failure 10%
--------------------
Acidic ray 6/day 0 used
Level 0 unlimited
Level 1 4/day 0 used
--------------------
Consumables
--------------------
40 arrows (21 used)
20 blunt arrows (3 used)
20 cold iron arrows, silver blanched (1 used)
Wand of CLW (50 charges) (11 used)
2 alchemist's fire (0 used)
2 acid flasks (0 used)
4 potions CLW (1d8+1) (0 used)
2 potions hide from undead (1 used)
2 antitoxins (0 used)
2 scrolls of unseen servant (1 used)
2 scrolls of magic weapon (0 used)
3 scrolls of endure elements (0 used)
2 bags caltrops (0 used)

--------------------
Favored enemy: aberrations
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 dex +3 armor)
HP 23
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3
Ranged +4
Special Attacks
deadly aim (-1 to hit; +2 to damage)
--------------------
Statistics
--------------------
Str 12 (+2 racial), Dex 14, Con 13, Int 14, Wis 10, Cha 17 (+2 racial)
Base Atk +2; CMB +3; CMD 15
Feats deadly aim, precise shot
Traits battlefield disciple: (+2 trait bonus on Heal checks made to stabilize a dying creature; aid another to grant an ally a bonus on her next attack roll increases by 1)
magical knack (sorcerer caster level gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice)
Skills Bluff (Cha) +8, Climb (Str)* +4, Heal (Wis) +5, Intimidate (Cha) +7, Knowledge (arcana) (Int) +6, Knowledge (dungeoneering) (Int) +8, Knowledge (geography) (Int) +6, Knowledge (nature) (Int) +6, Perception (Wis) +6, Profession Soldier (Wis), Ride (Dex)* +2, Spellcraft (Int) +6, Stealth (Dex)* +7, Survival (Wis) +5, and Swim (Str)* +4
* = 0 ACP applied
Languages Common, Aklo, Elven
Weapons & Armor mithral shirt (+4 AC, 0 ACP, 10% spell failure, 30ft, 10lbs), mwk compound 1 longbow (1d8/x3, 110ft, 3lbs), dagger (1d4, 19-20/x2, 10ft, 1lb, P or S), masterwork cold iron longsword (1d8, 19-20/x2, 4lbs, S), sap (1d6/x2, 2lbs, nonlethal B), longspear (1d8/x3, 9lbs, P, reach)
Consumables (tracked above) 40 arrows (6lbs), 20 blunt arrows (3lbs), 20 cold iron arrows (silver blanched) (3lbs), alchemist's fire (2) (2lb), acid flask (2) (2lbs), caltrops (2) (4lbs), tindertwigs (12)
Other Gear masterwork backpack (4lbs), Ranger's kit (28lbs - backpack 2lbs - 10 torches 10lbs - hemp rope 10lbs = 6 lbs), silk rope (5lbs), compass (0.5 lbs), crowbar (5lbs), grappling hook (4lbs), hammer (2lbs), pitons (4) (2lbs), cold weather outfit (7lbs), everburning torch (1lb)
Gear left at lodge longspear
Encumbrance 76.5 lbs (Light <51 lbs; Medium 51-100 lbs; Heavy 101-150 lbs)
1735 GP, 38 SP, 20 CP
--------------------
Special Abilities

Endure Elements (cold) (Su) To temperatures of 0 degrees Fahrenheit and above. Snowmask Induction

Acidic Ray (Sp) Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 6/day

Spellcasting
0 (4) Message, Mage hand, Ghost sound, Detect magic unlimited/day
1 (2) Hydraulic push, Delusional pride 4/day
--------------------
Favored Enemy (Ex): Aberrations He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against aberrations. 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.

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.

Combat Style Feat (Ex): Precise shot

--------------------
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

--------------------
Hero of the Five Kings For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks. (Beggar's Pearl)

Exemplar of Falcon's Hollow You have saved the town of Falcon's Hollow from certain death. As a result, you are now a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma-based checks with any citizen of Andoran. (Pallid Plague)

Hero of the Fey You have saved the fey of Darkmoonn Wood from certain death. As a result, you may automatically succeed on one Charisma-based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short - as a result, you may use this boon only once, after which it is discarded. (Pallid Plague) (used 0/1)

Rescued Minotaur Prince You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom. (Delirium's Tangle)

Dragonkiller You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet. (Shades of Ice II) (used 0/1)

Snowmask Induction You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability. (Shades of Ice III)

Thurl's Bane (Grand Lodge faction) You have uncovered Thurl's secrets and now understand the threat he and his unique minions pose to the Society. You have spent your free time preparing for the inevitable confrontation by studying his constructs' weaknesses. As a free action, you can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute: a +1 bonus on attack rolls against the creature, a bonus on damage rolls against that creature equal to one-third your character level (rounded down), a +1 dodge bonus to AC against that creature's attacks, a +1 bonus on saving throws against that creature's spells and abilities, or a +2 bonus on caster level checks to overcome that creature's spell resistance. If you have a familiar, animal companion, eidolon, or similar ally you acquired from a class feature, you may instead grant that ally these two bonuses using your character level. When you use this boon, cross it off your Chronicle sheet. The Traitor's Lodge (used 0/1)

Background:
Growing up in a small town in Taldor, Random caught the eye of a traveling wizard. However, after working with the unusual boy for a few days, the wizard concluded that Random did not have the type of potential that the wizard could develop.

Instead, Random matured and joined the militia of the larger town nearby. He went through training successfully, but his training officer felt he was too "creepy" to be a guardsman, so he was dismissed at the end of training.

He made his way to Absalom and joined the Pathfinder Society.

Skill ranks:

Lvl 1: 8; Lvl 2: 5; Lvl 3: 8
Bluff (Cha) 2
Climb (Str) 1
Heal (Wis) 2
Intimidate (Cha) 1
Knowledge (arcana) (Int) 1
Knowledge (dungeoneering) (Int) 3
Knowledge (geography) (Int) 1
Knowledge (nature) (Int) 1
Perception (Wis) 3
Profession Soldier (Wis)
Ride (Dex)
Spellcraft (Int) 1
Stealth (Dex) 2
Survival (Wis) 2
Swim (Str) 1

Finance:

Starting 150 gp
Beginning gear studded leather 25 gp, shortbow 30 gp, dagger 2 gp, longsword 15 gp, ranger's kit 9 gp Total -81 gp
1.1 Pay +501 gp
Purchases 20 blunt arrows 2 gp, sap 1 gp, longspear 5 gp, alchemist's fire 20 gp, acid flask (x2) 20 gp, potion of CLW (x2) 100 gp, masterwork backpack 50 gp Total -198 gp
1.2 Pay +509 gp
Sales shortbow +15 gp
Purchases mwk compound 1 longbow -500 gp, arrows (20) -1 gp, cold iron arrows (20) -2 gp, silver weapon blanch (2) -10 gp Total -513 gp
1.3 Pay +607
Purchases caltrops (2) 2 gp, compass 10 gp, crowbar 2 gp, grappling hook 1 gp, hammer 5 sp, pitons (4) 4 sp, nails 1 sp, scroll of unseen servant (2) 50 gp, scroll of magic weapon (2) 50 gp Total 116 gp
2.1 Pay +512
Purchases acid flask 10 gp, potion CLW (3) 150 gp, scroll of unseen servant 25 gp, antitoxin (2) 100 gp, alchemist's fire 20 gp, cold weather outfit 8 gp, silk rope 10 gp, everburning torch 110 gp, scroll endure elements (3) 75 gp Total 508 gp
02.2 Pay +500 gp
Prestige purchase wand CLW 2 PP
Purchases potion CLW (2) 100 gp, scroll of unseen servant 25 gp, alchemist's fire 20 gp Total 145 gp
02.3 Pay +503 gp
Sales mundane longsword +7 gp +5 sp
Purchases cold iron masterwork longsword -330 gp, tindertwigs (12) -12 gp Total -342 gp
03.1 Pay +508 gp
Sales studded leather +12 gp 5 sp
Purchases mithral shirt -1100 gp
03.2 Pay +1293 gp
Purchases potion CLW 50 gp, scroll of unseen servant 25 gp, scroll of magic weapon 25 gp, potion of hide from undead (2) 100 gp, noble's outfit 75 gp, signet ring and jewelry 100 gp Total -375 gp

Eligible items:

Cloak of resistance +1 (1000 gp) 1.1 Voice in the Void
Stone of alarm (2700 gp) 1.1 Voice in the Void
Wand of color spray (750 gp) 1.1 Voice in the Void
+1 fey bane arrows (limit 2, purchased 0; 166 gp each) Beggar's Pearl
Ivory-handled short sword (60 gp) Beggar's Pearl
Scroll of aid (250 gp) Beggar's Pearl
Antiplague (50 gp; as antitoxin, except for diseases) Pallid Plague
Potion of remove disease (750 gp) Pallid Plague
Ring of Protection +1 (2000 gp) Pallid Plague
Scroll of lesser restoration (150 gp) Pallid Plague, Delirium's Tangle
Wand of daze (375 gp) Delirium's Tangle
Wand of magic missile (CL 3rd) (2250 gp) Delirium's Tangle
Wand of magic missile (CL 1st, 15 charges, 225 gp) Shades of Ice I
Wand of water breathing (2 charges) (limit 1, purchased 0; 450 gp) Delirium's Tangle
Potion of owl's wisdom (300 gp) Shades of Ice I
Scroll of flaming sphere (150 gp) Shades of Ice II
Wand of CLW (CL 1st, 7 charges; 105 gp; limit 1, purchased 0) Shades of Ice II
+2 flaming greataxe (18,320 gp) Shades of Ice III
bandages of rapid recovery (200 gp; Advanced Player's Guide 301) Shades of Ice III
potion of barkskin (300 gp) Shades of Ice III
potion of CMW (300 gp) Shades of Ice III, Traitor's Lodge
wand of longstrider (750 gp) Shades of Ice III
dust of emulation (800 gp) Traitor's Lodge
potion of cat's grace (300 gp) Traitor's Lodge
potion of fox's cunning (300 gp) Traitor's Lodge
scroll of heroism (375 gp) Traitor's Lodge
wand of sleet storm (10 charges) (2250 gp) Traitor's Lodge

Random's spell selection rules:

For each spell learned, roll twice on a shortlist of interesting/useful spells. Select one of the two spells rolled.