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About Rebnesk the Roc RiderRebnesk the Roc Rider
Skills:
Acrobatics +13 Craft(Alchemy) +7 Fly +7 Handle Animal +10 Heal +6 Knowledge(Geography) +8 Knowledge(Nature) +11 Stealth +13 Ride +15 Perception +11 (+16 With Eyes of the Eagle) Survival +11 (+13 to get along in wild) Swim +3 Background Skills Modifiers -------------------- Gear:
--Magic Items-- DW longbow +1 Mithril Chainshirt +1 Handy Haversack Hat of Disguise (2) Sleeves of Many Garments Cloak of Resistance +1 Eyes of the Eagle --Arrows-- Durable Arrows(20) Whistling arrow (1) Thistlearrow (6) Splintercloud arrow (5) Smoke arrow (2) Dye arrow(1) Durable Adamantine Arrow (10) --Alchemical Items-- Potion of Cure Light Wounds (5) Potion Cats Grace (2) Potion Cure Moderate (2) Potion Magic Fang (2) Potion of Mage Armor (2) Snapleafs (5) Alchemist Fire (2) Smokestick (2) Antitoxin Antiplague Fungal Stun Vial --Misc-- Ranger's Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, Silk rope(50), torches (10), trail rations (5), waterskin (3)) Masterwork Survival Kit (+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather) Mapmaker's kit (+2 circumstance bonus on Survival skill checks to avoid becoming lost) Peasant's Outfit Gold: 24,000 gp, no crafting.
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Druid Special Abilities:
Favored Enemy: 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. Favored Enemy: Human (4), Animal (2) Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy: 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: At 2nd, 6th, 10th, 14th, and 18th level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used. Endurance: 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. Favored Terrain(Plains):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). Point Blank: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. Mounted Archery: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running. 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. Tangling Attack: The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round. Boon Companion:The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature. Improved Emphatic Link: The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection.
-------------------- Bloodwing:
Roc Animal Companion N Medium (animal) Init +5; Senses Low-Light Vision; Perception +6 -------------------- Defense -------------------- AC 25, touch 15, flat-footed 19 (+5 Dex, +9 natural) hp 30(6d8) Fort +4, Ref +10, Will +3 (+7 enchantment) -------------------- Offense -------------------- Speed 20 ft. Fly 80 ft. Talons(2) +6 (1d4+2) Bite +6 (1d6+2) -------------------- Statistics -------------------- Str 14, Dex 21, Con 9, Int 2, Wis 13, Cha 11 Base Atk +4; CMB +6; CMD 19 Feats Stable Gallop, Fly-By Attack, Skill Focus (Fly) Skills Fly +13, Perception +6, Survival +6 Tricks: Combat Training: attack, come, defend, down, guard, and heel, get help(bonus), stay (bonus), hunt (Bonus) Items: Heavy-load Belt --------------------
Fly-By Attack: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Skill Focus(Fly):You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Evasion:If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion:An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
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Backstory:
Before he was born, Rebnesk's parents, and indeed most of their family, had wandered much of Brevoy. They never felt content in any one spot for long like most Halflings. Then they sailed down the Icerime river to Stoneclimb. Soaring, snow capped mountains on one side and a lush ancient forest on the other. All leading to the adorable community surrounding the mountain fortress, home of House Medvyed. The had to disembark well before the city because the river was too small but it ran its way and through most of it. First was terraced farms with either crops or animals, that latter hopping up and down the terraces. Then a maze of squat, but brightly painted homes of sun dried brick. Many bridges crossed the little river as it wormed its way up the mountain creating little waterfalls. At the top, towering above all of it, was Stoneclimb. Even though the castle looked a little drab, it gave off a more protective feeling than foreboding. It was love at first sight. Rebnesk was far more at home in the wilderness than he was in the holes and dark places his kind were used too. He learned from the other races how to track, how to move silently, and live off the land. One day while he was out scouting with a small party they were attacked by a massive bird of prey. A Roc he noticed. The others quickly dispatched the creature and began to move on but he felted sorry for it. There must have been a reason for the attack and, after a quick search, he found the reason. Nestled in a nest overhanging a cliff he found a baby Roc. he knew without his mother the chick would die so decided to care for it himself. Everyday he would visit the chick and feed it and everyday it grew larger and larger. Eventually the bird became so large it could no longer fit in the nest. Rebnesk decided it was time for the bird to learn to fly. He knew it would instinctively know what to do when airborne so he gave it a little shove out of the nest to get it going. Unfortunately he slipped and went tumbling with it. He happened to be on its back when instinct kicked in and it opened it wings and took flight. Thinking he might cause them both to die, Rebnesk nearly jumped off to save the bird and hope his wings would allow him a slow decent. He realized however that the bird didn't seem to be struggling with his weight. It even looked back and chirped at him happily. From then on Rebnesk and Bloodwing were inseparable. Together they found their purpose in life. The two soon became renowned for their scouting ability throughout the Convocation. So much so that even Skyreaver took an interest in them. He saw great potential in them and decided to allow them to join a group of very special individuals put together to help in the fight against the imperialistic Aeon.
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