Reginar

Tod Whitby's page

70 posts. Organized Play character for Bearded Ben.


Race

Human

Classes/Levels

Ranger 1 | 16/16 HP | AC 20/12/18 | Init +2, Percept +6 | F +4, R +4, W +2

Gender

Male

Size

Med

Languages

Common

About Tod Whitby

After the death of his brother Mort at the hands of a necromancer, Tod swore that he would revenge his death on necromancy in general. He joined the Pathfinders so as to have easier access to undead.

Tod Whitby – Ranger 1
Neutral Good Medium Humanoid (Human Male)
Init +2; Senses Perception +6

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DEFENSE
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 dex)
HP 16 (1d10 + 2 con + 3 Toughness + 1 FCB)
Fort +4, Ref +4, Will +2

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OFFENSE
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Speed 20 ft.
Melee Longsword +4 1d8+3 19–20/×2
Melee Silver Warhammer +4 1d8+3 x3
Melee Sap +4 1d6+3 ×2
Ranged Sling +3 1d4+3

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STATISTICS
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XP 2
Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Attack +1; CMB +4; CMD 16
Feats Armor Proficiency (Light/Medium), Shield Proficiency, Toughness, Shield Focus
Armor Check Penalty -2
Favored Class Ranger (+1 hit point)
Skills Climb +5 (1), Heal +6 (1), Knowledge (Dungeoneering) +5 (1), Knowledge (Religion) +6 (1), Perception +6 (1), Spellcraft +5 (1), Survival +6 (1), Swim +5 (1)
Languages Common, Aklo

Equipment:
Magic:
Wand of CLW (40 charges, 2 PA)
ioun torch 75 gp

Arms and Armor:
mwk Breastplate 350 gp +6 –2 30 lbs.
Longsword 15 gp 4 lbs.
Silver Warhammer 102 gp 5 lbs
Light Wooden Shield 3 gp +1 –1 5 lbs.
Sling, sling stones (10) 0.1 gp 5 lb
cold iron spiked gauntlet 10 gp 1 lb.
Sap 1 gp 2 lbs.

Alchemical items
potion of CLW (2) 50 gp
Alkali flask (1) 15 gp 1 lb.
Alchemist's fire (1) 20 gp 1 lb.
Holy water (4) 25 gp 1 lb. (each)
Tindertwig 1 gp
Air crystals 50 gp

Mundane tools
Rope, silk (50 ft.) 10 gp 5 lbs.
Rations, trail (per day) (5) 5 sp 1 lb.
crowbar 2 gp 5 lbs.
grappling hook 1 4
pulley 2 10
ram 10 20
charcoal 0.5 0
Paper (20) 8 0
Pen and ink 8.1 0
Shovel 2 8
Oil 0.1 1
10ft pole 0.5 8
Butterfly net 5 2
Iron spike (2) 0.1 2
String or twine (50 ft.) 0.01 0.5
Drill 0.5 1
Saw 0.04 2
Powder 0.01 0.5
cleats 5 2

Everything else
hot weather outfit - gp 4 lbs
mwk backpack 50 gp 4 lb
Adventurer's Sash 20 gp 3 lb


Cash 173.5 gp
Prestige/Fame 2/4
Encumbrance Medium (141 lbs) [lt 100, med 200, hvy 300]

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RACIAL ABILITIES
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Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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SPECIAL ABILITIES
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Traits: Armor Expert (-1 ACP), Child of the Temple (+1 to Kn(Nobility) and Kn(Religion), Kn(Religion) is a class skill)

Deity: Pharasma

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).

Favored Enemy (Ex): At 1st level, a ranger selects a creature type (undead) 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 (undead). 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 or identify tracks.
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.