Valeros

Sea Ranger's page

31 posts. Alias of Stiehle.


Race

Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None |

Classes/Levels

Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

About Sea Ranger

Character Name: Sea Ranger (True name is kept secret)
Character Race: Half-Elf
Character Class/Level (if multi-class): Druid
Character Level: 1
Alignment: Neutral Good
Diety: Gozreh

Gender: Male
Age: 17
Height: 5’9”
Weight: 165 lb.
Eyes: Blue
Hair: Black

Known Languages: Common, Elven, Druidic

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Ability Scores

Strength: 17 (+3)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 15 (+2)
Charisma: 8 (-1)

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Defense

Hit Points: 10

Armor Class: 17 [BASE (10) + ARMOR (2) + SHIELD (2) + DEX (2) + DODGE (1)]
Flatfooted AC: 14
Touch AC: 13

Combat Maneuver Defense: 16 [BASE (10) + BAB (0) + STR (3) + DEX (2) + DODGE (1)]

Armor Type: Leather Armor, Heavy Wooden Shield

Special Armor Class Notes: None

Fortitude: +4 [BASE (2) + CON (2)]
Reflex: +2 [BASE (0) + DEX (2)]
Will: +4 [BASE (2) + WIS (2)]

Special Saving Throw Notes: Immune to magic sleep effects, gain +2 racial bonus to saves against enchantment spells and effects; 1/day can reroll a save against a charm or compulsion spell on a failure.

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Offense

Initiative Modifier: +3 [DEX (2) + TRAIT (1)]

Base Attack Bonus: +0

Melee Attack Bonus: +3 [BAB (0) + STR (3)]

Ranged Attack Bonus: +2 [BAB (0) + DEX (2)]

Combat Maneuver Bonus: +4 [BAB (0) + STR (3)]

Scimitar (M) \ +3 melee attack \ 1d6+3 damage \ 18-20 [x2] critical \ slashing damage

Sling (M) \ +2 ranged attack \ 1d4+3 damage \ [x2] critical \ 50’ range \ bludgeoning damage
20 standard bullets

Dagger (M) \ +3 melee attack \+2 ranged attack \ 1d4+3 damage \ 19-20 [x2] critical \ 10’ range \ piercing damage

Special Combat Notes: None

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Skills

Skill Points: 4

Acrobatics: = +2* (DEX) (additional +4 to move on narrow/slippery surfaces)
Appraise: = -1 (INT)
Bluff: = -1 (CHA)
Climb: = +3* (STR) (additional +4 on docks and ships)
Diplomacy: = -1 (CHA)
Disguise: = -1 (CHA)
Escape Artist: = +2* (DEX)
Fly: = +2 (DEX)
Handle Animal: = +3 (CHA) 1 Rank +3 [Class Skill]
Heal: = +2 (WIS)
Intimidate: = -1 (CHA)
Knowledge (Nature): = +1 (INT) +2 [Class]
Perception: = +8 (WIS) 1 Rank +3 [Class Skill] +2 [Racial]
Ride: = +2 (DEX)
Sense Motive: = +2 (WIS)
Stealth: = +2 (DEX)
Survival: = +8 (WIS) 1 Rank +3 [Class Skill] +2 [Class]
Swim: = +9* (STR) 1 Rank +3 [Class Skill] +2 [Racial][/i]

* Armor Check Penalty Applies

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Feats

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your DEX bonus to AC also makes you lose the benefits of this feat. (1st Level Feat)

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Traits

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Set Mind: People have a hard time making you change your mind once you’ve set yourself on a certain path. Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.

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Racial Features and Class Abilities

Racial Features: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Low Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families in or near Kyonin, work as smugglers around Lake Encarthan or the Inner Sea, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Gains a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Multitalented (Druid/Ranger): Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. (Level 1 - Extra skill point)

Spells: A druid casts divine spells which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. A druid can't cast spells of an alignment opposed to his own or his deity's (so Evil spells are restricted in this way.) Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. A druid must choose and prepare his spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day and receives bonus spells per day if he has a high Wisdom score. A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain his daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can be in the form of a close bond with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, his effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier [+0] 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 druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid 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..

Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

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Sea Ranger’s Animal Companion (s) [as 1st Level Druid]

Male Osprey (Eagle) - “Scout”
Size / Type: Small Animal
Senses: Lowlight vision
Hit Dice: 2d8+2
Hit Points: 9 + 1d8+1
Initiative: +2
Speed: 10’, fly 80’ (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
BAB: +1
CMB: +0
CMD: 12
Attack: Bite +4 (1d4)
Full Attack: Bite +4 (1d4) and 2 talons +4 (1d4)
Space/Reach: 5 ft. / 5 ft.
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Fly +8, Perception +11 (+8 racial modifier)
Feats: Weapon Finesse
Base Stats: Hit Dice (2); Natural Armor Bonus (+0); STR/DEX bonus (+0); Bonus Tricks (1); BAB (+1); Fort (+3); Ref (+3); Will (+0); Skill Ranks (2 gained - Fly [1], Perception [1]); Feats (1).
Known Tricks: Attack, Attack (All), Bombard, Come, Fetch, Seek, Watch.

OR

Male Manta Ray - “Greycloak”
Size / Type: Medium Animal (Aquatic)
Senses: Lowlight vision
Hit Dice: 2d8
Hit Points: 8 + 1d8
Initiative: +2
Speed: Swim 60’
Armor Class: 14 (+2 Dex, +1 natural +1 dodge), touch 12, flat-footed 11
BAB: +1
CMB: +0
CMD: 12
Attack: Tail slap +0 (1d4-1)
Full Attack: Tail slap +0 (1d4-1)
Space/Reach: 5 ft. / 5 ft.
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 15, Con 11, Int 1, Wis 13, Cha 2
Skills: Perception +5, Swim +11 (+8 racial modifier)
Feats: Dodge
Base Stats: Hit Dice (2); Natural Armor Bonus (+0); STR/DEX bonus (+0); Bonus Tricks (1); BAB (+1); Fort (+3); Ref (+3); Will (+0); Skill Ranks (2 gained - Perception [1], Swim [1]); Feats (1).
Known Tricks: Attack, Attack (All), Come, Seek.

Animal Companion Special Abilities
Link (Ex): A druid can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on his animal companion (as a spell with a range of touch) instead of on himself. A druid may cast spells on his animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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Spells

Spell Save DC
0 Level Spells: DC = 12
1st Level Spells: DC = 13

Spells per Day
0 Level Spells: 3x per day
1st Level Spells: 2x per day (Includes WIS bonus)

Concentration: +4 [LEVEL (1) + WIS (2) + TRAIT (1)]

Default Spells
0 Level Spells: Grasp, Light, Purify Food and Drink
1st Level Spells: Air Bubble, Cure Light Wounds

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Equipment & Gear

Traveler’s Outfit (0.0 lb.) [dark leather boots, red shirt and white, baggy breeches]
Leather Armor (15.0 lb.)
Heavy Wooden Shield (10.0 lb.)
Scimitar (4.0 lb.)
Sling (0.0 lb.)
20 Standard Bullets (10.0 lb.)
Dagger (1.0 lb.)

Spell Component Pouch (2.0 lb.)
-- Holly and mistletoe (0.0 lb.)
-- Various mundane components (0.0 lb.)

Belt Pouch (0.5 lb.)
-- Whetstone (1.0 lb.)
-- Cloth bandages (0.0 lb.)
-- Flint and steel (0.0 lb.)
-- Extra fishing line and fishhooks [x5] (0.0 lb.)
-- Sewing Needle and thread (0.0 lb.)

Masterwork Backpack (4.0 lb.)
-- Bedroll (5.0 lb.)
-- Collapsible fishing pole with 20’ of fishing line and fishook (0.5 lb.)
-- 5 Days of trail rations (5.0 lb.)
-- Waterskin (4.0 lb.)
-- Flask of Alchemist’s Fire (1.0 lb.)
-- 2 Flasks of oil (2.0 lb.)
-- Sunrod (1.0 lb.)
-- 5 Torches (5.0 lb.)
-- Coins [1gp, 3sp, 3cp] (0.0 lb.)

Total Weight Carried: 71.0 lb.

Total Encumbrance: Light Load (Maximum 100 lb.)

Overall AC Penalty: None
Overall Maximum DEX bonus: +6 (Armor)

Movement: 30’/round

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Character Appearance & History

The Sea Ranger is an enigma to most, even his true name is known by none, and that is the way he prefers it. It is told in some taverns in Riddleport and other port cities along the Varisian Bay that his father was a pirate and his mother an elven druid – perhaps even one of the sea elves. In any case, it would have been a very odd pairing if true, and considering the man behind the name of Sea Ranger it makes a certain sense. Skilled in the ways of magic and with a natural prowess for fighting, the Sea Ranger has devoted his young life to protecting that which he loves – the open sea.

In truth, the Sea Ranger does not even know his own name. He recalls faint memories of a raven-haired lady his father loved nearly as much as the ocean, but he knows that she died when he was still a babe. His father, indeed a pirate much respected and feared by many, never talked about the woman afterwards. The loss and the birth of his child affected him deeply however, because he turned from his ways of piracy and became a friend and protector of the seas. The young man’s memories of his father are nearly as ephemeral, though he recalls clearly that the grizzled buccaneer would often call him his little Sea Ranger as a term of endearment. The name stuck with the crew that served his father with devotion and pride and it is the only one that he remembers now, so many years later after the tragedy that claimed his father’s life when he was only nine years old.

The sahuagin struck his father’s ship one moonless night as the ship was anchored in the south of Varisian Bay, a few miles south of Sandpoint, the Sea Ranger’s life changed forever. His father and the entire crew of The Blue Dolphin were killed by a swarming group of the terrible creatures of the deep, but the old ex-pirate had just enough time to send his son over the side of the ship in a rowboat stocked with a meager amount of survival supplies and whatever gold and jewels he’d kept from his pirating days.

Frightened and sad, the young boy stayed in the boat for days once he reached land near a wooded headland. Covering himself up in a blanket and eating the food and water his father had left with him, he may well have eventually died had not a good-natured elven artisan discovered him while looking for driftwood Recognizing a shared kinship with the young half-elf, Talathel took in the boy and raised him as his own. A druid himself, Talathel saw in the boy a reflection of his own love of nature, the desire to protect and preserve the world against evil as Sea Ranger grew into a young man. He taught the young man of the teachings of Gozreh, and of magic - a talent for which the boy named Sea Ranger showed a particular aptitude at a very young age. The Sea Ranger grew to consider the elf a father figure, though he never forgot his true human father. Well muscled with keen reflexes, The Sea Ranger was also a natural-born warrior, and the elven druid taught the boy how to use the scimitar – his own favorite weapon – as well as the sling. Talathel’s final lesson was in showing his sing druid protégé how to use his magic to summon animals to accompany him in his travels. The Sea Ranger befriended a manta ray he called Greycloak and an osprey he named Scout - and in so doing the Sea Ranger proved himself ready to head out on his own, a true protector of the natural world.