| Full Name |
Sáfir |
| Race |
Human (Osiriani) |
| Classes/Levels |
Ranger (Trapper) 6 / Living Monolith 3 |
| Gender |
M |
| Size |
1,68m |
| Age |
16 |
| Alignment |
CG |
| Deity |
Serenrae and the Osirion pantheon |
| Languages |
Talden, Osirion, Vudrani, Ancient Osirion, Sphinx, Tien |
| Occupation |
Desert trapper |
| Strength |
20 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
14 |
| Charisma |
7 |
About Sáfir the Constant
A bronze-skinned, tough looking fellow with short dark hark and dark eyes scrutinizing every last detail. Avoiding the streets of the too crowded city of Absalom, he enters one of the libraries of the Grand Lodge, carrying a package wrapped in dirty linnen.
Way more at his easy in the company of a few fellow pathfinders, he is a strong frontline fighter who will not back down from a challenge.
---
Traits:
Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Dunewalker:
Your people have long roamed the shifting and treacherous sands, and you do not fear the harsh wrath of the unforgiving desert. You gain a +4 trait bonus on Fortitude saves to resist nonlethal damage from hot conditions, and you can always move through non-magical sand as if it were normal terrain.
Feats:
Iron Will:
You get a +2 bonus on all Will saving throws.
Step Up:
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.
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.
Quickdraw:
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Boon Companion:
Vital Strike:
Furious Focus:
Favored Enemy: Humans +4, Constructs +2
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans. Likewise, 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:
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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: Two-Handed Weapons
If the ranger selects two-handed weapon, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
Trapfinding:
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Favored Terrain: Desert +2
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).
Animal Companion: Camel
Ka Soul Stone:
Stone Blood: