two weapon warrior/ ranger/ 1, Int +4, perception +6, AC 18 touch 13 flat-footed 15 , Fort +4, Ref +5, Will +2, CMD 19, hp 12/12
forest near the worldwound
Turt Snacko NG
Two weapon warrior/ranger/ 1
Int +4 Senses
AC 18, touch 13, flat-footed 15(+3 dex, +5 armor)
Fort +3, Ref +5, Will +2,
Melee longsword +7/+5 (1d8+5) +9/+7 (1d8+7) to evil outsiders
Melee shortsword +6/+4 (1d6+2)
+8/+6 (1d6+4) to evil outsiders
Melee Ranged short bow +5 (1d6)
Str 20, Dex 16, Con 14, Int 8, Wis 14, Cha 10,
Base Atk +1;
Feats weapon focus(Longsword), Two weapon fighting,
Skills survival +5, knowledge nature +4, climb + 6, handle animal +5, perception +6, heal +5
Racial Traits dual talent
Combat Gear trail rations (10 days)
Other Gear longsword, shortsword, Scale armor, shortbow, 20 arrows,
Savage: You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you
Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day
Favored Enemy (Ex)
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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.
Born into riches and nobility, Turt Snacko had a pretty sheltered life. Anything he could ever want was handed to him on a silver platter, litteraly. His family loved him, he had a beautiful fiancé, life was good. The Snacko family was a noble house which rised through the ranks of power through trade, particularly lumber.
They lived in a particularly heavy forested area of Varisia and used the bounty of nature to fund there rise to power. The family had repeatedly come to blows with druids many times in there history and did not have a good relationship with the church of Erastil, in fact Turt's father openly mock them on several occasions, unknowingly gaining the ire of Erastil himself.
on the night before his wedding, Turt decided to go on a hunt. He wasn't able to find anything and quickly through in the towel. But on his way back, he ran into a pure white stag trapped in a bear trap. It's antlers were large and resembled branches and vines wrapped themselves around the stags legs, the only thing that ran through Turt's mind was how majestic and beautiful this creature was. So he freed the stag and watch contently as it ran away, completely in awe of the beast. He had no idea that he had just saved a Herald of Erastil.
But on the way home he was captured by cultist, who dragged him to the worldwound. There he was subjected to a demonic ritual to corrupt him and turn him into a servent of evil. The pain was so great that he fell unconscious.
He was taken to the plane of nature, where to his surprise, the stag he save was in front of him. After some minor panicking, it explained that it was actually the Herald of Erastil himself and that Turt had passed the test. He told him that it would save him and take him home if Turt could convince his family to officially apologize to Erastil and repent there ways, then Erastil will spare his family of the destruction he is going to bring onto them.
When Turt woke up, he was in bed and had thought it was all a dream. Until he saw the same white stag staring at him through his window. Turt quickly ran to his wedding ceremony, underdressed, Uncleaned, and desperate.
Turt pleaded with his family to apologize to the god, but his father would have none of it and, furious at his sons weakness of will, disowned him in front of everyone in the family
Heart broken at his fathers reaction to him trying to save them, he ran away from the compound. As soon as his feet touched the earth outside, the foundation of the compound shattered, bringing the whole thing down upon the entirety of the Snacko line, killing everyone.
Turt sat there, in front of his destroyed home, he sat there for three days and three nights, not moving, only able to survive because of the animals which would bring him food. He could have easily blamed Erastil, could have chose to follow his family into death.
But he didnt, after quite a bit of soul searching, Turt understood that Erastil was not a bully that killed his family, he even actually saved him from cultist, he understood that his family, while he loved them. We're a proud noble house full of hubris which was the worse offence to the gods there was. He understood the Erastil was a king protecting his subjects from a group that constantly attacked his home and beat his people. Turt understood all of that, he respected that,...he could follow that.
Which is why when he saw the white stag once more he prostrated himself and proclamation Erastil his God.
Afterwhich the stag granted Turt the mission to go to the town of Kenebras in 3 years time and to get as strong as he possibly can
He left, after about a year he ended up in the stolen lands and was captured by nagaji tribesman. There, he learned there customs and gained there trust, he was even able to learn the basics of the nagaji two weapon fighting style.
His nights were full of terrible nightmares, caused by the failed demonic ritual. It caused Turt to get a strong hatred towards demon kind, which caused him to learn everything he could about evil outsiders, so he could vent his frustrations out on something.
After leaving the tribe and travaling around Mendev doing this and that, Turt needed money, and took jobs hunting unnatural beings and beast across the nation. Currently he is in the town of Kenebras, searching for supplies and waiting for the festivities
Turt Snacko is a 19 year-old human with a nice tan skin complexion, wild black hair that flares backwards away from his face.
he has almond shaped, blue eyes. he has a straight nose and small lips, and he has a sharp jaw line. Also he has four black scales graphed onto his face, two to the right of the right eye and vice versa
he stands at a height of 6,5 and his build shows strength.
he is covered in heavy scaled-mail from the neck to his ankle, with a scaled cloak covering him aswell.
iron boots cover his toes and his hands are covered in simple brown leather gloves. a ornamented long sword strapped to his back. on his side is a shortsword and a bow is held around his shoulder