PFS # 264524-5
Male Human Hooded Champion Ranger 10
LG Medium Humanoid (human)
Init +8; Senses Perception +21 Sense Motive +3
AC 21, touch 16, flat-footed 16 (+5 armor, +5 dex, +1 deflection)
Fort +14, Ref +17, Will +11
Speed 30 ft.
Melee Scimitar +13/+8 (1d6+2)
Ranged +1 Seeking Adaptive Greenwood Composite Longbow +18/+13 (1d8+3)
Non-Standard Skill Bonuses
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Magical Knack: Pick a class when you gain this trait (Ranger) - your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Vagabond Child: Select one of the following skills: Disable Device,
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Panache: At 1st level, the hooded champion gains the swashbuckler’s panache class feature. He regains panache through critical hits and killing blows when using a bow of any kind, rather than when using a light or one-handed piercing melee weapon. If the hooded champion has this ability and the panache ability from another class or archetype, the panache points from the two sources do not stack, but the hooded champion regains panache in any way either class feature allows him to. For example, a character with a Charisma score of 16 who has both the hooded champion’s and the swashbuckler’s panache has a base of 3 panache points, and regains panache from critical hits and killing blows from both bows and light or one-handed piercing melee weapons. This ability replaces favored enemy at 1st level.
Combat Style: 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.
At 2nd level, the hooded champion must select the archery combat style.
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.
Hunter’s Bond: At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: Armorfish, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Falcon, Hobbe Hound, Horse, Marsupial Devil, Pony, Reef Snake, Reef Snake, Reindeer, Shark, Spitting Cobra, Venomous Snake, Wolf, Wolfdog, Yak, Zebra. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose from this list instead: Armorfish, Reef Snake, Shark. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Rudzik has chosen to form a bond with a wolf companion, Wilk.
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.
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.
Woodland Stride: Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker: Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
- Humanoid (human): +2
- Outsider (evil): +4
- Urban: +2
- Underground: +4
Dead Aim: The hooded champion can spend 1 panache point when making a single ranged attack (not a full attack) with a bow to make a ranged touch attack instead. The target must be in the bow’s first range increment.
Derring-Do: A swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging: When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Evasive: While a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Hooded Champion’s Initiative: While the hooded champion has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and his weapon isn’t hidden, he can draw a single bow as part of the initiative check.
Kip-up: While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Swashbuckler’s Grace: While the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.
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 dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Point Blank Master (Longbow): You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Point-blank Shot: 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.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Snap Shot: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 25 lb.
Mithral Chain Shirt +1 (2,100 gp) (12 lb)
+1 Seeking Adaptive Greenwood Composite Longbow (9,000 gp) (3 lb)
Scimitar (15 gp) (4 lb)
Dagger (2 gp) (1 lb)
Cloak of Resistance +4 (16,000 gp) (1 lb)
Headband of Wisdom +2 (4,000 gp) (1 lb)
Belt of Dexterity +2 (4,000 gp) (1 lb)
Cracked Pale Green Prism Ioun Stone (attacks) (4000 gp) (0 lb)
Cracked Pale Green Prism Ioun Stone (saves) (4000 gp) (0 lb)
Talisman of Life’s Breath (3500 gp) (0 lb)
Eyes of the Eagle (2,500 gp) (0 lb)
Ring of Protection +1 (2,000 gp) (0 lb)
Cracked Dusty Rose Prism Ioun Stone (500 gp) (0 lb)
Ioun Torch (75 gp) (0 lb)
Efficient Quiver (1,800 gp) (2 lb)
*Arrow x22 (3 gp) (9 lb)
*Durable Adamantine Arrow x19 (1220 gp) (6 lb)
*Durable Cold Iron Arrow x20 (40 gp) (6 lb)
*Durable Alchemical Silver Arrow x20 (60 gp) (6 lb)
*Durable Blunt Arrow x20 (22 gp) (6 lb)
*Durable Whistling Arrow x20 (22 gp) (6 lb)
*Smoke Arrow x2 (20 gp) (1 lb)
*Bolt x10 (1 gp) (1 lb)
Handy Haversack (2,000 gp) (5 lb)
**Lesser Rod of Extend (3,000 gp) (5 lb)
**Pearl of Power (1st level) (1,000 gp) (0 lb)
**Masterwork Thieves’ Tools (100 gp) (2 lb)
**Climber’s Kit (80 gp) (5 lb)
**Ranger’s Kit (9 gp) (28 lb)
--- Belt Pouch
--- Flint and Steel
--- Iron Pot
--- Mess Kit
--- Hemp Rope (50 ft)
--- Torch x10
--- Trail Rations x5
**Wooden Holy Symbol (1 gp) (0 lb)
**Acid Flask x2 (20 gp) (2 lb)
**Smokestick (20 gp) (0.5 lb)
**Oil: Align Weapon x2 (600 gp) (0 lb)
**Scroll: Carry Companion x7 (- gp) (0 lb)
**Scroll: Darkvision x5 (- gp) (0 lb)
**Scroll: Knock (150 gp) (0 lb)
**Wand: Cure Light Wounds (7 charges) (- gp) (0 lb)
**Wand: Cure Light Wounds (50 charges) (- gp) (0 lb)
**Wand: Endure Elements (45 charges) (- gp) (0 lb)
**Wand: Pass Without Trace (50 charges) (- gp) (0 lb)
*Stored in Efficient Quiver
In combat, Rudzik prefers to remain stationary and shoot as many opponents as possible, starting with any evil outsiders or humans and then any opponents within 30 ft. He uses both Rapid Shot and Deadly Aim to boost how many arrows he can launch and how damaging they are.
Outside of combat, Rudzik doesn’t like to talk. He’s much happier looking around for something out of the ordinary. He’s also happy to remove any traps he can or unlock doors (provided it’s not against the law or without good reason).
Light of Redemption: Whenever you would receive more than one Will save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save against that effect. You can cross this boon off your Chronicle sheet to reduce the Prestige Point cost of an atonement spell by 2.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.
Cartographer Unburied: Jerem provides you a +2 bonus on all Knowledge (geography) checks as well as on Survival checks to avoid getting lost. Additionally, Jerem provides you with a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained (this bonus does not stack with the +2 bonus on Knowledge (geography) checks). Once you use this boon, cross it off your Chronicle sheet.
Cursebreaker: You may cross this boon off your Chronicle sheet before attempting to remove a curse with a spell that requires a caster level check (such as remove curse or break enchantment) to treat your result as if you had rolled a natural 20. Alternatively, you may cross this boon off your Chronicle sheet to reroll a saving throw against a curse. You must use this boon after rolling the initial saving throw, but before the results are revealed.
[X] [X] [ ] Devil Slayer: You gain a +2 competence bonus on Perception and Sense Motive checks against devils, as well as on all Knowledge (planes) checks regarding devils. In addition, you may check off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the bane property against devils for 1 minute.
Honorary Arwyll: When you use the retraining rules, the retraining takes 1 fewer days for every 5 days it would normally take (minimum 0 fewer days).
[ ] [ ] [ ] Yvogga Redeemed: You may call in a favor when performing one of the skills below to use Yvogga’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking of a box each time you ask for help. When you check the last box, cross this boon off your Chronicle sheet.
Aggressive Researcher: You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.
Hellknights’ Respect: You may cross this boon off your Chronicle sheet to retrain levels into the Hellknight prestige class or the Hellknight signifier prestige class for free so long as you would qualify for the prestige classes with the levels that you have taken in other classes. Specifically, the levels you take before the prestige class must qualify you for the prestige class, so you could not retrain a character into a Hellknight 8 with no other class levels. You may also freely retrain as many feats and skill ranks as is necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight signifier prestige class, you may cross this boon off your Chronicle sheet to freely retrain your feats, disciplines, cavalier order, and spells, but only into legal options presented in Path of the Hellknight.
Reinforced Alliance: You gain a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against members of a Hellknight order.
An Agent Uncovered: You receive a seal of the Decemvirate. When presented to another member of the Pathfinder Society, you receive a +2 bonus to any Bluff, Diplomacy, or Intimidate check.
Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the Elemental Planes.
[ ] [ ] Clearing the Skies: You may check a box before this boon to cast feather fall as a spell-like ability with a caster level equal to your character level.
Hurricane-Tempered: You may cross this boon off your Chronicle sheet to treat wind effects as if they were one category weaker per Air Affinity boon you possess for one round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on Fly checks. Treat the effective starting wind strength of effects that make ranged attacks impossible, but do not specify a strength (such as wind wall as if they were windstorms.
Argent Allies of the Burning Sun: You can purchase or craft war spirit pouches as though they were approved items on the Additional Resources list. In addition, you gain a +2 circumstance bonus on all Diplomacy checks made when interacting with orcs from the Burning Sun tribe and a +1 circumstance bonus on all Intimidate checks made against all other orcs.
Preservationist: You gain a +1 bonus to your CMD against disarm and sunder attempts, and spells you cast that would damage unattended objects in their area do so only when you want them to.
Reaver of Reavers: When staying at an inn, you can almost always secure common quality lodging, meals, and stable services for free.
[X] [ ] Crusader Star: You can check one of the boxes preceding this boon to use the Crusader Star medal to requisition a +1 holy weapon (or 10 pieces of ammunition) for the duration of an adventure. Alternatively, you can use the medal as an additional focus when casting a spell with the good descriptor; you must check a box, which applies the benefits of the Empower Spell metamagic feat to the spell without increasing its caster level.
Sky Key Component (Numeria): You have recovered one of the lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
[ ] Starmetal Stockpile: You can check the box that precedes this boon in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
House Orlovsky Steeds: Your character gains access to the Brevic Warmblood trait, which allows her to acquire a Brevic Warmblood as a mount. Brevic Warmbloods are a special breed of horses that has been influenced by Brevoy’s latent draconic magic; they function as standard horse mounts for all purposes except that they have fire resistance 5. This benefit applies to both class-granted mounts and purchased horses. Brevic Warmbloods cost the same amount as standard horses for you. Brevic Warmblood is a mount trait.
Your character may freely retrain one of her existing traits into Brevic Warmblood or select it with the Additional Traits feat. In addition, your other Roleplaying Guild characters may take this trait if you have a copy of this Chronicle sheet with you.
Surtovan Dragonscale: You may cross this boon off your Chronicle sheet to purchase a suit of armor or shield made of red dragonhide at a 400 gp discount (minimum 0 gp).
Peacemaker of Brevoy: All your characters have access to the trait Noble Born from the Kingmaker Player’s Guide, treating it as a regional trait rather than a campaign trait. In addition, you may purchase the Country Estate vanity for 10 PP in the nation of Brevoy.
Rudzik doesn’t speak much about where he’s from or why he joined the Pathfinder Society. If pressed on the matter, he grumbles and mutters something about helping people, noble intentions, yada yada yada before walking away. A quick flash of his hands brings a wolf as large as a horse to his side. Someone listening carefully might catch him telling this companion how he prefers animals to people because they don’t ask so many pointless questions.
Appearance and Personality:
A gruff and unkempt man, Rudzik certainly looks the part of a woodsman. His actions speak more than he ever does - protecting the defenseless and helping the needy are his primary goals in life.