Race |
| HP: | AC: | F: +7, R: +4, W: +4 | Init: +2| Perc: +12 Low-Light Vision |
Classes/Levels |
| Speed 25ft | |
Gender |
M |
Alignment |
CG |
Deity |
Kalekot |
Languages |
Common, Jotun |
Strength |
18 |
Dexterity |
12 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
10 |
About Ridill
HP 10+8+4
P 1+4+1
F 1+4+3
R 1+4+1
W 1+2+1
Offense 1+2+4
defense 1+2+1+4
Skills
Nature 1+2+1
Survival 1+2+1
Athletics 1+2+4
Stealth 1+2+1
Medicine 1+2+1
Occultism 1+2
Diplomacy 1+2
Lore (Hunting) 1+2
Lore (Absalom) 1+2
Lore (Detective) 1+2
Harbor Guard MoonlighterBackground
Source Agents of Edgewatch Player's Guide pg. 7
The Harbor Guard isn't known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter's guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You've since earned quite a reputation for your nocturnal adventures; everyone still knows that you're a Harbor Guard, but stories of your dungeon-delving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn't a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild.
Despite the decline in your performance, Lieutenant Lavarsus of Edgewatch sees potential (and even, maybe, a bit of himself) in you. You're eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Athletics skill and your choice of Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Harbor Guards, ship captains, and freelance adventurers. You gain the Quick Jump skill feat.
Perception
Expert in Perception
Saving Throws
Expert in Fortitude
Expert in Reflex
Trained in Will
Skills
Trained in Nature
Trained in Survival
Trained in a number of additional skills equal to 4 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in medium armor
Trained in unarmored defense
Class DC
Trained in ranger class DC
Hunt Prey Single Action
ConcentrateRanger
Source Core Rulebook pg. 168 2.0
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
PFS StandardFlurry
Source Core Rulebook pg. 168 2.0
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Monster HunterFeat 1
Ranger
Source Core Rulebook pg. 171 2.0
You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.
Lore: Absalom is given to PCs for free
Choice of either Lore: Detective or Guard
x2 Handcuffs
x1 Slightly Used Baton
x1 Shiny new badge with your name on it.
Changeling
Uncommon
Source Advanced Player's Guide pg. 30
Ancestry Page Changeling
Your mother was a hag. Your heterochromatic eyes are the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent’s ancestry whenever you gain an ancestry feat.
Slag MayFeat 1
ChangelingLineage
Source Advanced Player's Guide pg. 31
Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.
Breastplate
Source Core Rulebook pg. 275 2.0
Price 8 gp; AC Bonus +4; Dex Cap +1; Check Penalty -2; Speed Penalty -5 ft.
Strength 16; Bulk 2; Group Plate; Traits —
Quick JumpFeat 1
GeneralSkill
Source Core Rulebook pg. 264 2.0
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).