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About Sea RangerCharacter Name: Sea Ranger
Gender: Male
Known Languages: Common, Elven, Druidic ------------------------------------------------------------------- Ability Scores Strength: 16 (+3)
------------------------------------------------------------------- Defense Hit Points: 18 Armor Class: 17 [BASE (10) + ARMOR (2) + SHIELD (2) + DEX (2) + DODGE (1)]
Combat Maneuver Defense: 17 [BASE (10) + BAB (1) + STR (3) + DEX (2) + DODGE (1)] Armor Type: Leather Armor, Heavy Wooden Shield Special Armor Class Notes: None Fortitude: +6 [BASE (4) + CON (1) + TRAIT (1)]
Special Saving Throw Notes: Immune to magic sleep effects, gain +2 racial bonus to saves against enchantment spells and effects. ------------------------------------------------------------------- Offense Initiative Modifier: +4 [DEX (2) + TRAIT (2)] Base Attack Bonus: +1 Melee Attack Bonus: +4 [BAB (1) + STR (3)] Ranged Attack Bonus: +3 [BAB (1) + DEX (2)] Combat Maneuver Bonus: +5 [BAB (1) + STR (3)] Scimitar (M) \ +4 melee attack \ 1d6+3 damage \ 18-20 [x2] critical \ slashing damage Sling (M) \ +3 ranged attack \ 1d4+3 damage \ [x2] critical \ 50’ range \ bludgeoning damage
Dagger (M) \ +4 melee attack \ +3 ranged attack \ 1d4+3 damage \ 19-20 [x2] critical \ 10’ range \ piercing damage Special Combat Notes: None ------------------------------------------------------------------- Skills Skill Points: 10 Ranks + 4 Background Ranks Acrobatics: = +2* (DEX)
* Armor Check Penalty Applies ------------------------------------------------------------------- Feats Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (1st Level Racial Bonus Feat) 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) -------------------------------------------------------------------- Traits Elven Reflexes (Racial [Half-Elf]): You gain a +2 trait bonus on initiative checks. Resilient (Combat): You gain a +1 trait bonus on Fortitude saves. -------------------------------------------------------------------- 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.
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/ranger 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/ranger rolls 1d20 and adds his druid/ranger level and his Charisma modifier [+2] 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/ranger 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/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. Favored Enemy (Ex) [Humanoid - Reptilian]: 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 (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Proficiencies: Druid/rangers are proficient with all simple and martial weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druid/rangers 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. Druid/rangers 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. ------------------------------------------------------- Sea Ranger’s 'Usual' Animal Companion(s) [as 1st Level Druid] Male Osprey (Eagle) - “Scout” (when on land)
OR Male Manta Ray - “Greycloak” (when on land)
Animal Companion Special Abilities
------------------------------------------------------------------- Spells Spell Save DC
Spells per Day
Concentration: +4 [LEVEL (1) + WIS (3)] Default Spells
------------------------------------------------------------------- Equipment & Gear Traveler’s Outfit (0.0 lb.) [dark leather boots, blue shirt and grey, baggy breeches]
Spell Component Pouch (2.0 lb.)
Belt Pouch (0.5 lb.)
Total Weight Carried: 44.0 lb. Total Encumbrance: Light Load (Maximum 76 lb.) Overall AC Penalty: None (or -2 when wielding shield)
Movement: 30’/round ------------------------------------------------------------------- Character Appearance & History Dark-haired with the slightly pointed ears and hawk-like facial features that mark him as a half-elf. Eyes are deep blue in color and he moves with an easy grace, though his much stronger than he looks at first glance. Tends to dress in the colors of the sea and wears leather armor, with a scimitar at his side and a simple wooden shield strapped to his back. Often in the company of an osprey, who is usually either swooping low overhead or perched upon the edge of his shield behind his shoulder. The Sea Ranger knows little of his past, not even his true name. What he does recall of his father is the nickname he'd used for his son during their days spent aboard his father's ship - 'my little sea ranger'. And so, all these years later, that is what he chooses to call himself - and indeed it seems quite appropriate. From what he'd learned after his father when he eventually found himself in the town of Monmurg - that coastal city in the realm called Hold of the Sea Princes - his father was a pirate and his mother an elven druid – perhaps even one of the reclusive and rare sea elves. In any case, the Sea Ranger recalled nothing at all of his mother, and his father only rarely spoke of her - save for a bittersweet reminisce that he shared whenever the moon lit up the calm sea - how the night seemed just as it did when he'd first laid eyes on the mother of his only son. Perhaps his mother had indeed been a sea elf, for the Sea Ranger's elvish heritage was unmistakable. The stories that the Sea Ranger heard in the taverns and among the old sailors that plied the Azure Sea spoke of his father as a somewhat respectable pirate who treated his crew fairly and without cruelty. Those ships he preyed upon were treated much the same, as he gained a reputation for never taking a life unless it was unavoidable. The Sea Ranger learned too that his mother was said to have died giving birth to a child, and that the loss of his beloved sea elf caused his father to give up his life of piracy and become a protector of the seas - hunting down and killing those that would do harm against the varied denizens of the Azure Sea and using the fortune he'd gathered over his years of pirating to fund his new way of life. This was the man that the Sea Ranger recalls from his early youth, along with the crew that served his father with such devotion and pride. It is the man he remembers now, some ten years after the tragedy that claimed his father’s life when the Sea Ranger was barely seven years old. The lizard folk raiding party struck his father’s ship one moonless night as the ship lay anchored in a bay on the Isle of Fairwind where the crew had been making minor repairs upon the Blue Dolphin. Though he had desperately fought at the side of his father and his crew, the young Sea Ranger had been struck by a stone-edged club on the back of his head and had lost consciousness immediately. When he awoke some hours later, the lizard folk were gone, along with the ship and about half of the crew - whose fate he'd never learned. The rest of the crew, along with his father, lay dead upon the beach and the Sea Ranger had deliriously dragged himself to his father's side, expecting to die there himself - for he had lost much blood and the pain in his head had been such that he only barely fell across his father's chest when he lost consciousness again. He expected never to awake again - and yet, he did. Though there were few inhabitants upon the Isle of Fairwind, still there were some - including a good-natured elven artisan named Talathel, who discovered the unconscious boy while looking for driftwood. Talathel, a druid himself, healed the boy and then they both set about taking care of the dead, burning their bodies upon a great pyre he set up next to the shore - so that their souls could drift across the seas to which they'd devoted their lives. Talathel saw in the Sea Ranger a reflection of his own love of nature and the desire to protect and preserve the world against evil as his father did. As the Sea Ranger grew into a young man, the elf taught the young man of the teachings of Osprem and Deep Sashelas - mindful of the boy's mixed heritage. Talathel also taught the Sea Ranger of magic - a talent for which the boy proved quite willing and able to learn. The Sea Ranger grew to consider the elf a father figure as he grew older, though he never forgot his true human father. Well muscled and possessed of keen reflexes, the Sea Ranger was already a decent warrior in his own right, but the elven druid taught the boy how to use the scimitar - his own favorite weapon – as well as the sling. After deeming the young man old enough to survive on his own and find his way in the world of men, Talathel sailed to Monmurg with Sea Ranger, bidding him farewell and inviting the young lad to find him again on the Isle of Fairwind if ever he should have need to do so - or simply just to visit, the older elf added with a smile. With a pouchful of trinkets to sell for food and equipment until he established himself, the young man quickly found work as a crewman for a merchant vessel sailing to Gradsul, a large coastal city in the Kingdom of Keoland along the north coast of the Azure Sea... |