Lem

Theadric Greyhood's page

322 posts. Organized Play character for PatheticWretch.


Full Name

Theadric Greyhood

Race

Halfling

Classes/Levels

Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12

Age

22

Occupation

Farmstead

Strength 16
Dexterity 16
Constitution 14
Intelligence 9
Wisdom 12
Charisma 9

About Theadric Greyhood

Theadric Greyhood
Male Halfling Ranger (Beastmaster) 4
CG Medium Humanoid (Halfling)
Init +5 (Reactionary); Senses Perception +12
Languages Common, Halfling
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DEFENSE
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AC 21, touch 14, flat-footed 18
    (+5 armor, +3 Dex, +2 shield, +1 size)
hp 40 (4d10, +8 Con, +4 favored)
Fort +7, Ref +8, Will +3 (+5 vs. fear)
Defensive Abilities endure elements (cold)
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OFFENSE
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Speed 15 ft. (3 squares)
Melee 'Fear Factor' +1 lance (adamantine)(small) +9 (1d6+4/x3)
Ranged MW composite longbow (small) +9 (1d6+3/x2)
Base Atk +4; CMB +7; CMD 20
Special Attacks Favored Enemy (Humans), +1 atk/dmg vs. slavers
Known Ranger Spells (CL 3, Concentration +2)
    1st (1/day) — glide
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STATISTICS
________________________________________________________________________
Abilities STR 16, DEX 16, CON 14, INT 9, WIS 12, CHA 9
Feats Mounted Combat, Ride-By Attack, Endurance*, Spirited Charge
Traits Magical Knack, Reactionary
Skills Acrobatics +1 (Jump -3), Appraise -1, Bluff -1, Climb +1, Diplomacy -1, Disguise -1, Escape Artist +1, Fly +1, Handle Animal +8 (Animal Companion +10), Heal +1, Intimidate +3, Knowledge (Nature) +3, Perception +12, Ride +8 (+10 to stay in saddle), Sense Motive +1, Stealth +5, Survival +5 (+7 follow or identify tracks, +7 avoid getting lost), Swim +1 Armor Check Penalty -6
SQ Track, Wild Empathy, Favored Terrain (Urban), Animal Companion
Combat Gear wand of cure light wounds [44/50], wand of endure elements [48/50], potion of cure light wounds, oil of bless weapon, acid flask (x3) Other Gear 'Fear Factor' +1 lance (adamantine), wayfinder, ioun torch, sleeves of many garments, scale mail, shield (heavy/wooden), outfit (cold-weather), MW lance (cold iron)(small), MW composite longbow (+3)(small), club, dagger (cold iron), sling, bullets (10), backpack, bandolier, bedroll, rations (trail/per day)(x3), animal feed (per day)(x3), rope (hemp/50 ft.), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), torch (x3), tindertwig (x2), earplugs, pony (combat trained), bit and bridle, military saddle, saddlebags, spring-loaded wrist sheath (loaded with wand of cure light wounds), MW perception tool, MW ride tool, farmstead (handle animal day job), 2,247 gp

ANIMAL COMPANION:

Seeker - Roc (Effective Druid level 1)
N Medium Animal
Init +5; Senses low-light vision; Perception +5

DEFENSE
AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 armor)
hp 13 (2d8-2)
Fort +2, Ref +8, Will +1

OFFENSE
Speed 20 ft.; 80 ft. fly
Melee bite +2 (1d6+1) and 2 claw +2 (1d4+1)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +3; CMD 18
Feats Light Armor Proficiency
Skills Acrobatics +9, Climb +1, Escape Artist +5, Fly +13, Intimidate +0, Perception +5, Stealth +5, Survival +1, Swim +1
SQ link, share spells
Tricks attack, come, defend, down, flank, guard, heel, maneuver

SPECIAL ABILITIES:

Animal Companion A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.
The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.
For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.
Each time a beast master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions.
This ability replaces hunter’s bond.
Class Skills A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills.
Endurance A ranger gains Endurance as a bonus feat at 3rd level.
Favored Enemy (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Improved Empathic Link The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection.
This replaces the 6th-level combat style feat.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

BACKGROUND:

After listening to the instructions, a halfling Pathfinder rises from the table.

The blonde-headed male looks like a prize fighter entering the ring.

"Yeah! WOOOOO!!!!! This sounds awesome!!! WoooooOOOOOO!!!" the halfling moves around the table giving high-fives to everyone, though if any fail to return his offering, he simply ignores the slight or fist-bumps the offender's shoulder.

"YEAH!!!" he says again as he takes his seat. "I'm Theadric Tatterhood, but my stage name is 'Hood' and everyone just calls me that! I'll be charging into combat on the back of my war steed, and will be taking the lead on stunts, heroics, and of course spectacular explosions! But being famous and everything, I'm sure you already knew that!" he smiles.

Well, I'm not the kind to kiss and tell, But I've been seen with Sheylyn.
I've never been with anything less than a nine, so fine.
I've been on fire with Yasmin Faroud, gone fast with a girl named Bo.
But somehow they just don't end up as mine...
It's a death-defying life I lead, I'll take my chances.
I've died for a living on the stage and in the plays.
But the hardest thing I'll ever do is watch my leading ladies,
Kiss some other guy while I'm bandaging my knee.

I might fall from a tall building, I might crash through windows in a bar,
'Cause I'm the unknown stuntman that made Selmius Foster such a star.

I've never spent much time in school, but I taught ladies plenty.
It's true I hire my body out for pay, hey hey!
I've gotten burned over Cheryl Tiegs, blown up over Rachel Welch
But when I wind up in the hay, it's only hay, hey hey!
I might jump an open drawbridge, or Tarzan from a vine,
'Cause I'm the unknown stuntman, that makes Eastwood look so fine.

They'll never make me president, but I got the best first ladies
Someday's I got'em as far as the eye can see - ouee
A morning dove with Jacky Smith, a crash in the night with Cheryl
But in the end they never stay with me
On my fall from the Tower Building, so Gregaro Voth don't get hurt
I might leap the mighty Canyon, so he can kiss and flirt
Well, that smooth talker's kissing my girl - I'm just kissing dirt
Yes, I'm the lonely stuntman, that made a lover out of Voth.

PFS:

Boons and Vanities:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check afterer the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
Contraband Dividends: You ensured that a valuable shipment of contraband antiquties were able to enter Absalom through the sewers without kobolds causing any problems. As a result, you receive a single item of no more than 150 gp from among the non-relic bits of the cargo. You must select this item now and reflect its purchase on this Chronicle sheet.
Koboldfriend: You negotiated a truce between the Pathfinders Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.
Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
Snowmask Introduction: You allied with the Snowmask Clan and returned Jedrk's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Borther. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

PFS# 132076-20
XP 10
Prestige/Fame 5/17
Faction Liberty's Edge
-Faction Card [2 goals (adventure in a nation other than Absalom, Liberate one or more slaves, captives, or hostages during an adventure.)]
FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the
purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to
control a creature for at least one day, or is explicitly cited as trafficking slaves.

Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-wand of cure light wounds [-2 PP]
*First Steps (In Service to Lore) [1 XP, 2 PP, 417 gp]
*We Be Goblins [1 XP, 1 PP, 500 gp]
*Crypt of the Everflame [3 XP, 4 PP, 1398 gp]
-Bought MW perception tool [-50 gp], MW ride tool [-50 gp]
*Sewer Dragons of Absalom [1 XP, 2 PP, 1287 gp]
-Bought ioun torch [free from boon], wayfinder [-1 PP], farmstead [-5 PP], sleeves of many garments [-200 gp], oil of bless weapon [-50 gp]
*Shades of Ice, Part I [1 XP, 2 PP, 1344 gp, 10 day job]
*Shades of Ice, Part II: Exiles of Winter [1 XP, 2 PP, 1369 gp, 20 day job]
-Bought +1 lance (adamantine [-5010 gp], MW composite longbow (small)[-2 PP], wand of endure elements [-2 PP]
*Shades of Ice, Part III: Keep of the Huscarl King [1 XP, 2 PP, 1207 gp, 10 day job]

Level Progression:

Level 1:
Class Taken: Ranger
Class Feature Gained: 1st favored enemy, track, wild empathy
Hit points Gained: 10, + 2 (Con), +1 favored
Skill Points (5): handle animal (1), ride (1), perception (1), stealth (1), survival (1)
Feats: Mounted Combat

Level 2:
Class Taken: Ranger
Class Feature Gained: Combat style feat
Hit points Gained: 1d10, + 2 (Con), +1 favored
Skill Points (5): acrobatics (1), climb (1), handle animal (1), ride (1), perception (1)

Level 3:
Class Taken: Ranger
Class Feature Gained:
Hit points Gained: 1d10, + 2 (Con), +1 favored
Skill Points (5): escape artist (1), handle animal (1), knowledge (nature) (1), ride (1), perception (1)
Feat: Spirited Charge

Level 4:
Class Taken: Ranger
Class Feature Gained:
Hit points Gained: 1d10, + 2 (Con), +1 favored
Skill Points (5): handle animal (1), intimidate (1), ride (1), perception (1), swim (1)
Ability Score Increase: Str

Dice:

[dice=+1 lance (adamantine) (charge, spirited charge)]1d20+9+2;3d6+12[/dice]

[dice=+1 lance (adamantine)]1d20+9;1d6+4[/dice]

[dice=+1 lance (adamantine)(charge, spirited charge, favored enemy)]1d20+9+2+2;3d6+12+2[/dice]

[dice=+1 lance (adamantine)(favored enemy)]1d20+9+2;1d6+4+2[/dice]

[dice=MW longbow (small)]1d20+9;1d6+3[/dice]

[dice=fly check]1d20+13[/dice]

[dice=handle animal]1d20+10[/dice]
[dice=hoof attack1]1d20-1;1d3+2[/dice]
[dice=hoof attack2]1d20-1;1d3+2[/dice]

CRIT: 5d6+20