Darius Finch

Satinder Coric's page

280 posts. Alias of KyleS.


Full Name

Satinder Coric

Race

Angel-Blooded (Angelkin) Aasimar

Classes/Levels

Ranger 1 CG | HP 12 | Init +2 | AC 16 | Fort +3 | Ref +4 | Will +0 | CMB +5 | BAB +1

Gender

Male

Size

Medium

Age

18

Alignment

Chaotic Good

Deity

Shelyn

Languages

Common, Celestial, Elven, Goblin, Sylvan

Strength 18
Dexterity 15
Constitution 13
Intelligence 12
Wisdom 10
Charisma 10

About Satinder Coric

Satinder Coric
Male Angel-Blooded (Angelkin) Aasimar Ranger 1
CG humanoid

Defense:

Init +2; Senses: Darkvision, Perception +4
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0

Offense:

Speed 30 ft.
Melee
-Longsword: Att: +5, Dmg: 1d8+4, Crit: 19-20/x2
-Shortsword: Att: +5, Dmg: 1d6+4, Crit: 19-20/x2

Ranged
-Shortbow: Att: +3, Dmg: 1d6, Crit: x3

Statistics:

Str 18, Dex 15, Con 13, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17

Character Traits:

Angel-Blooded (Angelkin): Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

Native Outsider: Aasimars are outsiders with the native subtype.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Heal and Knowledge (planes) checks.

Spell-Like Ability: Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Child of the Temple: You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): 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.

Humanoid (goblin) +2

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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.

Skills:

Acrobatics +1
Appraise +1
Bluff +0
Climb +0
Craft +0
Diplomacy +0
Disable Device +0
Disguise +0
Escape Artist +0
Fly +0
Handle Animal +0
Heal +2
Intimidate +0
Knowledge (arcana) +1
Knowledge (dungeoneering) +1
Knowledge (engineering) +1
Knowledge (geography) +1
Knowledge (history) +1
Knowledge (local) +1
Knowledge (nature) +5
Knowledge (nobility) +2
Knowledge (planes) +3
Knowledge (religion) +6
Linguistics +1
Perception +4
Perform +0
Profession +0
Ride +0
Sense Motive +0
Sleight of Hand +0
Spellcraft +1
Stealth +4
Survival +4
Swim +2
Use Magic Device +0

Feats:

Quick Draw: You can draw weapons faster than most.

Prerequisites: Base attack bonus +1.

Benefit: 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.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Gear:

Chain shirt (25 lb, 100 gp), Longsword (4 lb, 15 gp), Shortsword (2 lb, 10 gp), Shortbow (2 lb, 30 gp), Arrows (x20) (3 lb, 1 gp), Backpack (2 lb, 2 gp), Bedroll (4 lb, 1 sp), Flint and Steel (0 lb, 1 gp), Rope, hemp 50ft (10 lb, 1 gp), Trail rations (x4) (4lb, 2 gp), Waterskin (4 lb, 1 gp) 11 gp, 8 sp, 5 cp

Backstory:

Satinder was born to a human mother as her third child. His birth however wasn’t the blessing omen most aasimars would receive. Isilda Coric was a lower noblewoman in Magnimar who was in an arranged marriage that proved unfruitful. Unknown that it was her husband who couldn’t conceive, he turned against her in a violent way. Isilda eventually fell into the arms of an elven man, Talathel Mertan. This affair wound up with carrying his child. When the child was born, her husband was furious and sent her to Nybor. Talathel followed her to Nybor, and they both named the boy Kyras. 4 years later, they had a girl who was named Liadla. As time passed, both Isilda and Talathel began to make plans for them to leave Nybor. However, once they had decided to act on their plans, they discovered she was pregnant once again. 10 years after Liadla, Satinder was born.

Upon Satinder’s birth, Talathel made his own assumption that the child wasn’t his. He figured that because she had done it once before, Isilda had an affair against him and he left, leaving her and their children behind. In truth though, the child was his. Satinder was to be born a half elf, however Isilda’s very distant and dormant celestial bloodline destined Satinder for other plans. He was born appearing human, but after Talathel left, a local cleric of Shelyn identified him as an aasimar. Kyras stepped up in place of his father abandoning them, but there was only so much he could do. In his first few years, Satinder was treated kindly. As he continued to grow up, more and more people began see him for the celestial being he was. Isilda soon fell for the cleric who helped her get through his birth and they had two girls of their own, the first 3 years after Satinder and the other one year later. He was now the middle child.

As Kyras was now 18 after the births of Mari and Saleen, and decided to take up arms against the rising goblin raids in the area. Liadla, being 14, decided the nonviolent path and became in tune with nature. As time went by, Satinder began to idolize his half elven siblings. When he was old enough, Kyras began to teach Satinder ways of the sword, while Liadla taught him the ways of the earth. He began to grow even closer with his older siblings keeping ties to part of his elven heritage, while staying close to his younger sisters to keep close with his human heritage. Satinder continued to grow up, learning under Kyras and Liadla while trying his best to be normal. He was luckily able to make friends and relationships that taught him about companion, loyalty, and love.

When he was 15, Satinder earned his first goblin kill saving his younger sister giving Kyras the notion that he was ready to join on him on his hunts. Since then, Satinder had been accompanying Kyras on hunts against goblin raiders in the area. Recently however, now that he has become 18, Isilda gave him her blessing to leave if he wished. Reluctant to leave his family behind, Satinder left so that he could try and bring good to areas where the evil that plagued it so that people could be reminded that evil doesn’t always have to win. His first stop: Sandpoint in an attempt to bring a halt to the goblin raids by the advice of his older brother and sister.

Appearance:

Satinder does his best to keep himself kept up and looking presentable. He keeps his long golden brown hair kept up in a ponytail, and does his best to keep it out of his way. He keeps his blades at the sides of his hips, always making sure that they stay within a spot reachable should he need to pull them, while his bow rests itself on his quiver that he keeps slung over his back.

Drives/Goals/Aspirations:

Satinder only has one thing on his mind, and that is the safety of others. His only goal is trying to protect whoever he can from the evils of the world, whether it be from nature and its creatures or the laws of man and their unjust views. He understands that there are places in which he can’t stand up against on his own, but if he can change just one thing, then it’s enough of a drive for him to pursue.