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Scheldrick Wintergard's page

4 posts. Alias of Odea.


Full Name

Scheldrick Wintergard

Race

Human

Classes/Levels

Ranger (Urban Ranger/Skirmisher) 1

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Desna

Languages

Common

Strength 17
Dexterity 15
Constitution 14
Intelligence 8
Wisdom 14
Charisma 8

About Scheldrick Wintergard

Prior to anything, do you, the GM, believe in/allow the dual-shield ranger? (This character isn't _dependent_ upon that, as I can still use a weapon as my offhand, but it's definitely more optimized with it; furthermore, do you/would you allow an ape animal companion to take and use the Shield Proficiency feat? Again, not necessary for the build but makes it better and fits with the backstory.)

Backstory
Scheldrick grew up in the Land of the Linnorm Kings, but was rather small for an Ulfen, and an orphan to boot. He was bullied by others--often used as a practice dummy for wrestling and fistfights--and later was given a wooden shield and used as a practice dummy for swordfights. His longtime mistreatment caused him to grow up mistrusting other humans, but it taught him how to wield his shield well, and they bullied him often enough that he learned the ins-and-outs of fighting against other people.

He also learned how to survive in a community that thought nothing of him. Disappearing into groups of younger, but taller, children, deftly unlocking storage sheds to hide in, and, when forced, fighting back with the best weapon available to him: the wooden plank shield that protected him in the fights.

His status at the bottom of the social pecking order led him to try and find some solace with nature in the forests near his home village. He learned to commune with animals there, to follow footprints, and to hide from his "peers" when they sought him out for their "practice."

Before his early teens, a circus passed through the town. He watched with glee as the animals traipsed around the ring, and was particularly interested in an ape that the trainers had taught to catch fruits thrown at it with a basket. That night he snuck into the circus camp and used the skills he had learned to open the ape's cage and free it. The beast escaped into the forest, and the circus was unable to find it when they discovered it missing the next day.

Scheldrick, however, knew the forest well, and had practiced following the local fauna. He tracked down the ape after a few days, and, over time, befriended it by bringing it food. He eventually taught it some of what he knew about using a shield--both to block and to attack.

When he was 17, the ape (which he had named Pongo), was captured by a group of slave traders who had come by boat from the deserts of Osiria. The traders recognized Pongo's value as a trained animal when he defended himself with the shield, and so after they raided the town for slaves they took Pongo with them as well.

Scheldrick was desperate to find his friend, but without any way to track or follow the slavers, and no resources to draw on there was nothing he could do. Several weeks later, a group of adventurers calling themselves Pathfinders came through the town. Scheldrick saw his opportunity--he begged them to let him join them. Of course, they refused; but Scheldrick was able to follow them, foraging for himself and tracking their movements for days. This impressed them enough that one of them, agreed to teach him more about adventuring and to introduce him to the Pathfinder Society...

Appearance

Scheldrick is short, for an Ulfen man, but tall compared to most humans. At 5'11" and 185lbs of muscle he towers over average humans like a gorilla. By all appearances, he is a simple fighter without the good sense to wear metal armor; but when called upon, he can not only fight, but also follow escaped foes, open locked doors and find his way around the "underground" of a community, all safely behind his massive spiked shield. His piercing blue eyes carefully watch the world beneath the bangs of his windswept blonde hair.

Character Sheet
__________________________ GENERAL __________________________

Male Human Ranger (Urban Ranger/Skirmisher) Level 1
HP: 13/13 (10 base + 2 CON + 1 Favored Class)
Alignment: Neutral Good
Faith: Desna
PFS Faction: Grand Lodge; he follows the basic orders, but his true loyalty, like so many Pathfinders, is to himself and his close companions.

STR: 17 [15 base+2 human modifier] Build Cost: 7
DEX: 15 Build Cost: 7
CON: 14 Build Cost: 5
INT: 08 Build Cost: -2
WIS: 14 Build Cost: 5
CHA: 08 Build Cost: -2

Initiative +2 = 2 DEX

Favored Class: Ranger

__________________________ DEFENSE __________________________

AC = 17 = 10 + 3 [Armor] + 2 [Shield] + 2 [Dex]
Touch AC = 12 = 10 + 2 [Dex]
Flat-Footed = 15 = 10 + 3 [Armor] + 2 [Shield]

Fortitude Save +4 = 2 [base] + 2 [Con]
Reflex Save +4 = 2 [base] + 2 [Dex]
Will Save +2 = 0 [base] + 2 [Wis]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

BAB = +1
Basic Melee Attack +4 = 1 BAB + 3 STR
Basic Ranged Attack +3 = 1 BAB + 2 DEX

Shield Bash +4, 1d6, x2, P
Kukri +4, 1d4, 18-20x2, S
Full Attack Bash +0, Kukri -4; damage as above.

CMB +4 = 1 [BAB] + 3 [Str] + 0 [size]
CMD 16 = 10 + 1 [BAB] + 3 [Str] + 2 [Dex] + 0 [size]

_________________ Feats, Skills and Special Abilities _________________
Traits:
Shield Bearer (Ulfen): When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Finding Haleen: ... the primary reason you chose the class you did at 1st level. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.

Theoretically this could be Finding Pongo in my character's back story; but that requires discussion with the GM; and would occur around level 4~ish in the full build (unless Haleen is the Pathfinder that taught Scheldrick & introduced him to the Society).

Feats:

Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Skills:

Skill Ranks: 9 = 6 Ranger - 1 INT + 2 DEX + 1 Human bonus + 1 Trait

Total +x = Ability Mod. + Ranks + Misc. (Class Skill/Armor Check Penalty/Other)

Acrobatics -1 = DEX 2+0-3
Appraise -1 = INT -1+0+0
Bluff -1 = CHA -1+0+0
Climb +4 = STR 3+1+3-3 [1 Rank, Class Skill, Armor Check Penalty]
Craft -1 = INT -1+0+0
Diplomacy -1 = CHA -1+0+0
Disable Device† +3 = DEX 2+1+3-3 [1 Rank, Class Skill, Armor Check Penalty]
Disguise -1 = CHA -1+0+0
Escape Artist -1 = DEX 2+0-3
Fly -1 = DEX 2+0-3
Handle Animal +0 = CHA -1+1+0 [1 Rank]
Heal +2 = WIS 2+0+0
Intimidate -1 = CHA -1+0+0
Knowledge (Dungeoneering) -- = (Class skill, will take rank later level)
Knowledge (Geography) +3 = INT -1+1+3 [1 Rank, Class Skill]
Knowledge (Local) +3 = INT -1+1+3 [1 Rank, Class Skill]
Linguistics -- = INT -1+0+0
Perception +6 = WIS 2+1+3 [1 Rank, Class Skill]
Perform -1 = CHA -1+0+0
Profession -- = WIS 2+0+0
Ride -1 = DEX 2+0-3
Sense Motive +2 = WIS 2+0+0
Sleight of Hand -- = DEX 2+0+0
Stealth +3 = DEX 2+1+3-3 [1 Rank, Class Skill, Armor Check Penalty]
Survival +6 = WIS 2+1+3 [1 Rank, Class Skill]
Swim +0 = STR 3+0-3
Use Magic Device -- = CHA -1+0+0

Special Abilities

Racial:Human

Skilled: +1 Skill Rank per level
Languages: Begin play speaking Common. High INT can choose any languages they want (except secret languages, such as Druidic).

Class: Ranger (Urban Ranger/Skirmisher)

1st favored enemy: Humanoid (human): 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.

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

Wild empathy: +0 = 1 Ranger Level -1 CHA: 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.

Languages: [Bonus +0 INT]
Common

__________________________ Equipment __________________________

Max starting gold: 300gp [max 5d6 = 30 * 10] Remaining: 3.67gp (3g 6s 7c)

Carrying Capacity: (Masterwork Backpack = Counts as STR 18)

Light Load: 100 lbs.
Medium Load: 200 lbs.
Heavy Load: 300 lbs.
Lift Over Head: 300 lbs.
Lift Off Ground: 600 lbs.
Push or Drag: 1500 lbs.

Held/Worn Equipment:

1 Studded Leather Armor (25gp) 20 lbs
1 Kukri (8gp) 2 lbs 1d4/18-20x2
1 Peasant's Outfit (.1gp) 2 lbs
1 Spiked Heavy Steel Shield (30gp) 20 lbs 1d6/x2
63.1gp spent

Containers:
1 Pouch, belt (1gp) 0.5 lbs
1 Masterwork Backpack (50gp) 4 lbs:
51gp spent

Gear:
1 Bedroll (.1gp) 5 lbs
1 Caltrops (1gp) 2 lbs.
1 Case, map or scroll (1gp) .5 lbs
10 Chalk (.1 gp) 0 lbs
3 Flask (.09gp) 4.5 lbs
2 Earplugs (set) (.03gp) 0 lbs
1 Flint and steel (1gp) 0 lbs
1 Ink (1 oz. vial) (8gp) 0 lbs
1 Inkpen (.1gp) 0 lbs
1 Manacles, masterwork (50gp) 0 lbs
1 Mirror, Small Steel (10gp) .5 lbs
5 Oil (1-pint flask) (.5gp) 5 lbs
10 Parchment (sheet) (2gp) 0 lbs
100 Rope, hemp (ft.) (2gp) 20 lbs
1 Signal whistle (.8gp) 0 lbs
1 String or twine (50 ft.) (.01gp) .5 lbs
1 Thieves' tools, masterwork (100gp) 2 lbs
3 Vial, ink or potion (3gp) 0 lbs
1 Waterskin (full) (1gp) 4 lbs
2 Weapon cord (.2gp) 0 lbs
5 Days Rations (2.5gp) 5 lbs
182.23gp spent

Total Weight: 96 lbs + coins