An upright halfling in well-made travel garments He has long hair tied in a knot and a brimmed high hat. He openly wears a holy symbol of Pharasma clasped to his cloak.
He has a grim sense of humour and is very superstitious.
ADVANCEMENT:
Level 1: Point Buy: 20 = 10** + 5* + 2 + 0 + 3 + 0* / Ranger 1 . FC to Skills . Feat: Point Blank Shot / Favoured Enemy: Undead / Hit Die 1d10 Max +2 /
Tarcobras Tosscobble of Grayce
Halfling Urban Ranger 1 Age 35
Neutral Good Small Halfling (Groundskeeper)
Init +3; Perception +7 (Keen Senses)
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DEFENSE
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AC 19, touch 14, flat-footed 16 (+3Dex +1 small +4chain shirt +1 armoured kilt)
Armour Check Penalty -2
HP 12 (1d10+2)
Fort +4, Ref +6, Will +2
Fearless +2 vs. fear
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OFFENSE
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Speed 20 ft.
(Weapon sizes are small: halfling)
Longsword (in one hand) +4 (1d6+2 /19-20 x2)
Slingstaff +5 (1d6+2) . x3 . 80' / Melee (in one hand): +4 (1d4+2) x2
Throwing Axe +4/+5 (1d4+2) 10'
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STATISTICS
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Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 12
BaB +1; Small +1; Atk +4; Range +5; CMB +2; CMD 15
Carrying Capacity: L: 58 lbs. or less / M: 59-116 lbs/ / 117-175 lbs.
FEATS:
Ammo Drop (Combat)
Your coordination is so perfect that you can simply drop ammunition from your hand at the exact moment required for it to fall into an open sling as your twirl it around.
Prerequisites: Sleight of Hand 1 rank, proficient with sling.
Benefit: You can load a sling or one end of a double sling with one hand as a swift action or move action. This does not provoke an attack of opportunity.
LANGUAGES: Common, Halfling
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SPECIAL ABILITIES
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Favoured Enemy 1t Level: Undead(Ex)
+2 bonus on Bluff, Knowledge, Perception, Sense Motive,
+2 Survival checks vs. undead
+2 bonus on weapon attack
+2 damage rolls
Track (Ex) +1
Adds half level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex) +3
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). Rolls 1d20 and adds her ranger level and her 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 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.
Can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
GEAR:
GEAR
Starting Gold Level 1: 175 average for Ranger
Weights and quantities adjusted to halfling size where applicable.
Carrying Capacity: L: 58 lbs. or less / M: 59-116 lbs/ / 117-175 lbs.