About Senton 'Mr. Ice'
PFS # 293440-1
Faction: Scarab Sages
Fame 18, Prestige Points 16
Infamy 5, Disrepute 5
Senton ‘Mr. Ice’
Ancient Historian (trait): You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian. (Linguistics, Ancient Osiriani)
Beast Bond (trait): You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
Favoured Enemy (Ex): A ranger selects a creature type from the ranger favoured 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 favoured enemy. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favoured enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Terrain (Ex): 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).
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
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.
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.[/b]
Combat Gear Masterwork Composite [+2 Strength] Longbow, masterwork Shortswords (2), Arrows (18), Blunt Arrows (20), holy water (2), smokestick (4), tanglefoot bags (4)
Possessions Leather Armour, Explorer’s Outfit, backpack, bedroll, charcoal, flint and steel, grooming kit, journal, mess kit, rations (5), tent (small, carried by Paras), thieve's tools, waterskin, whetstone
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 49 lbs. (69 with tent)
Money 8,059 GP 8 SP 8 CP
Potion of cure light wounds in a glass vial etched with a symbol of a human man on his knees holding up his arms to the sun. It is of fine craftsmanship.
Fugitive from Numeria You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of the cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action, you gain a +2 bone to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used cross it off your Chronicle sheet.
Initiate’s Edge: Tattoo of the Open Road - You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action, when you are struck by a critical hit or dealt at last 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purposes of determining when hit point damage would kill you.
Liar's Intuition: The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the bluff skill. For every additional successful lie you tell that creature, the bonus increases by +1 (maximum +5). You can only benefit from this boon against one creature at a given time. When this boon is used, cross it off your Chronicle.
The Many Fortunes of Grandmaster Torch: You owe Grandmaster Torch a favour (two of them)—which he plans to redeem in the future. When he calls in this favour, you are obligated to fulfill this request so long as it doesn’t violate any moral restrictions of your race, class, or alignment.
Master of Shadows: You gain a one-time +5 circumstance bonus on any knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
Prince of Wolves: your experience with the Sczarni of the Prince’s Wolves have give you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.
Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
 Shameless Opportunist Years of practise with a blasé, a brick, or any other weapon at hand have taught you what matters most in a fight — striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used cross it off your chronicle.
   Student of the Twelve Rites: You have recovered several tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder too long, but you can tap into it briefly to learn Shinri’s abilities.
Yagevna Blessing The Yagevnya family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.
Burgeoning Notoriety You cations have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons. Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in may ways like Fame, tracking the total number of Disrepute points that you have carried over our career, and you may use your infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventure in the Shackles, your Disrepute and Infamy will grow, as Weill the ways in which you may spend Disrepute.
Avast Ye! (1 Disrepute): Before attempting a Diplomacy or Perform (oratory) check when addressing a pirate or creature with the aquatic or water subtype, you may spend 1 points t Disrepute to gain a + bonus on the check. For each additional point of Disrepute you spend increase this bonus by 1 (maximum +5).
Rum Punch Champion: You participated in the festival games honouring Cayden Cailean, breaking several records and earning you more than a few awards. Choose one of the following three boons, and cross the others off your Chronicle sheet. Using the boon is a free action and requires you check off the the accompanying check box. If you have already used the boon you may activating it again by spending 2 Disrepute.
Senton is a man from the Land of the Linnorm Kings. It is very cold there. He is always cold. He sailed away to join the Pathfinders because a man told him it was warm there, but when he got there he was still cold. Even when he visited the Mwangi Expanse he was still cold! Because he is always cold, people call him Mr. Ice.
Mr. Ice made friends when he went to Pathfinder school. His best friend is Bunny Paras. She has a rabbit farm. He works on her farm. He makes traps to protect her rabbits from predators and thieves. He likes it there.
When Mr. Ice goes on adventures, he always goes with Bunny Paras and her dinosaur Paras. They also made a friend before. When they went to Senghor they made friends with another Pathfinder named Enzo Jeggare. Enzo is his friend now. Also in Senghor he made friends with a man named Gideon Wren. Gideon works for the Aspis Consortium but they were not very nice to him. Mr. Ice and his friends saved Gideon and got him safe. Mr. Ice was very scary to Gideon because he didn’t trust him. When the mission was over Mr. Ice realized he would miss Gideon. Gideon was his friend. So he asked Gideon to join the Pathfinders with him and he said yes. Gideon is now in training and Mr. Ice likes to visit him.
Appearance and Personality:
Mr. Ice has pale white skin and is always bundled up in warm winter clothes—even when it’s hot! He wears a big furry hat on his head to keep warm and a fur cloak and boots. He is always shivering with cold and his teeth chatter a lot. He has a black patch on his cheek from some old frost bite.
Mr. Ice is big and strong. He is Ulfen. He has a beard and a moustache. Under his hat his hair is gray. His eyes are blue. He likes to fight with his short swords and especially his fancy new bow.
Contacts and Friends:
Gideon Wren - Ex-Aspis Consortium Agent, now a Pathfinder in training
Grandmaster Torch - Information Broker and friend