Ostog the Unslain

Waggi's page

158 posts. Organized Play character for Massee.


Full Name

Waggi

Race

Ulfen

Classes/Levels

Ranger 2 HP 20/20 | AC 17, T 13, FF 14 | Fort +5, Ref +6, Will +2 | Init +4 | Perc +8 | SM +2 Effects:

Gender

Male

Alignment

Chaotic Neutral

Occupation

Sailor

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Waggi

Waggi - PFS # 202046-12
XP 3 | PP 0 | Fame 6 | 235.9g
Faction: Exchange
Male Ulfen Ranger (Stormwalker) 2
CN Medium Humanoid
Senses: Init +4, Perception +8, SM +2
Movement: Speed 30 ft

LANGUAGES: Common, Skald, Tien

DEFENSE:
AC 17: Touch 13, Flat-footed 14
Base Atk +2; CMB +4; CMD 17
hp 20 (2d10+4)
Fort +5, Ref +6, Will +2

OFFENSE:
[dice=Battle Axe]1d20+4;1d8+2[/dice]
[dice=Battle Axe vs Human]1d20+4+2;1d8+2+2[/dice]
[dice=Dagger]1d20+4;1d4+2[/dice]
[dice=MW Darkwood Cmp Longbow 14STR, Precise Shot]1d20+6;1d8+2[/dice] (17 Arrows; 17 Cold Iron)
[dice=MW Darkwood Cmp Longbow 14STR, Point Blank, Precise Shot]1d20+6+1;1d8+2+1[/dice]
[dice=MW Darkwood Cmp Longbow 14STR, Precise Shot, Humans]1d20+6+2;1d8+2+2[/dice]
[dice=MW Darkwood Cmp Longbow 14STR, Point Blank, Precise Shot, Humans]1d20+6+1+2;1d8+2+1+2[/dice]
[dice=MW Darkwood Cmp Longbow 14STR, Point Blank, Precise Shot, Rapid Shot]1d20+6+1-2;1d8+2+1[/dice]

TRAITS:
Gruff Watcher: Having grown up among headstrong sailors and bloodthirsty raiders, you learned to keep quiet and pay attention. You gain a +1 trait bonus on initiative checks and Perception checks.

Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. (Combat)

FEATS:
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat): You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Ranger Style Archery:
(2nd) Rapid Shot (Combat):
Source PRPG Core Rulebook pg. 132. You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

SKILLS: (8/lvl +1 FCB)(ACP -0)
(2)Acrobatics +9 (Includes +1 Trait Bonus)
(2)Climb +7
(1)Heal +6
(1)Intimidate +3
(1)Knowledge:Dungeoneering +5
(1)Knowledge:Geography +5
(1)Knowledge:Nature +5
(2)Perception +8 (Include +1 trait bonus)
(2)Profession: Sailor +7
(1)Stealth +7
(2)Survival +7 (Tracking additional +1)
(2)Swim +7
(x)Wild Empathy +1

Favorite Enemy Humans +2:

Favored Enemy (Ex): Humanoid (human)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.

STATS:
Strength: 14
Dexterity: 16
Constitution: 14
Intellect: 12
Wisdom: 14
Charisma: 8

Racial:

Human Racial Traits

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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).

Class Abilities:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): Humanoid (human)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.

Track (Ex): 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.

Combat Style Feat (Ex): At 2nd level, a stormwalker must choose archery style. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. This alters the ranger’s combat style.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

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).

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.

Thundershot (Su): At 4th level, a stormwalker can wreathe his weapon in lightning. As a standard action, he can grant a single weapon he holds the shock special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. A stormwalker can use this ability a number of times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by this ability gain the shocking burst special ability. This replaces hunter’s bond.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Wind Treader (Ex): At 8th level, a stormwalker becomes immune to the effects of strong wind. He can move without hindrance in windy conditions, and his ranged attacks take no penalties from nonmagical wind. This replaces swift tracker.

Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Flash Step (Su): At 11th level, a stormwalker can move across the battlefield like a bolt of lightning. As a full-round action, he can transform into lightning and move to any unoccupied square within 60 feet without provoking attacks of opportunity. He can make a single ranged attack before or after this movement. This replaces quarry.

Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Control Weather (Sp): At 16th level, a stormwalker can cast control weather as a spell-like ability once per day. This replaces improved evasion.

Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

Flash Shot (Su): At 19th level, when a stormwalker uses flash step, he can make a ranged attack both before and after his movement. Both of these attacks are made at his highest base attack bonus. This replaces improved quarry.

Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Temp Gear:

Equipment:

Cold Weather Outfit
Backpack
Bedroll
Belt Pouch
Flint and Steel
Silk Rope (50ft)
Grappling Hook
Waterskin x1
Bandoleer x2
Mithril Chain Shirt
Heavy Darkwood Shield
MW Darkwd Comp Longbow (14str)
Arrows (20)
Cold Iron Arrows (20)
Battle Axe
Dagger
Wayfinder
Ioun Torch

Consumables:

Trail Rations (2)
Cure Light Wounds Potion x1
Antitoxin x1
Antiplague x1
Wand of Cure Light Wounds (50)
Alchemist Fire x2
Acid x2

Purchases:

14STR MW Composite Darkwood Bow: 2PP
Heavy Darkwood Shield: 1PP
Wand of Cure Light Wounds: 2PP
Wayfinder 1PP
Mithril Chain Shirt 1100g
Ioun Torch 75g

Chronicles:

Starting Gold: 150g
Icebound Outpost 3-19: 529g 2PP
What the Helm's Hide 10-16: 435g 2PP
Oathbreakers Die: 10-01 540g 2PP

Purchasable Loot:

Drow poison (75g, limit 1 dose)
Potion of blur (300g)
Potion of bull's strength (300g)
Potion of invisibility (300g)
Scroll of bear's endurance (150g)
Scroll of false life (150g)
Scroll of lesser restoration (150g)
Scroll of tongues (375g)
Wand of snare (CL5th, 1 charge; 225g, limit 1)
Dark life ring (1,250g; see above)
Scroll of heroism (200g)
Wand of bless (11 charges; 165g; limit 1)
Armbands of the brawler (500g, Pathfinder RPG Ulimate Equipment 270)
Dark reaver powder (800g, limit 1)
Scroll of share language (Advanced Player's Guide 243)
Violet venom (800g, limit 2; Pathfinder RPG Bestiary 274 or Pathfinder RPG Ultimate Wilderness 145)

Boons:

(0/3)RESOURCEFUL (2+ goals): You can call in favors with your mercantile contacts to gain additional supplies. You can check a box before this boon when you are not in combat to gain two items from the following list: antitoxin, disguise kit, healer’s kit, potion of cure light wounds, or tanglefoot bag. If you have completed at least 5 goals, you can instead check a box to gain any feather token or elixir with a price of 500 gp or less. These items have a resale value of 0 gp.

SHOWMANSHIP (4+ goals): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.

UNPARALLELED SUPPLIER (7+ goals): Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’ weapon or spell damage dice per day equal to your number of goals completed; you must use the new result.

A Torch in the Dark [Legacy]: Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, your actions have paved the way for the stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle sheet, as this boon will have certain benefits in the new organized play campaign for the Pathfinder RPG's second edition.

Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia's long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your superiors award you 1 additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle sheet.

(0/3) Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring the truth to the Society's history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.

Dark Life Ring: You can purchase a dark life ring (see below). This black ring's carved pattern makes it resemble fossilized bone. It grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative energy damage. In addition, anytime the wearer takes negative energy damage, she subtracts 5 from the damage taken (calculated after the wearer has rolled her Will save against the effect), to a minimum of 0 points of damage.

Prospective Poisoner: You earned the respect of Pemak, a member of Daggermark's Poisoner's Guild. She welcomes you to join the Poisoner's Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class (Pathfinder Campaign Setting: Paths of Prestige 18) as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master Alchemist feat and can purchase and use poisons as if they had the Poison Use ability. Include a copy of this Chronicle sheet with the records of any PC who selects this option.

Timinic's Trinkets: It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he's determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from the Core Rulebook woth 250gp or less, a pair of sleeves of many garments (Pathfinder RPG Ultimate Equipment 275), or a traveler's any tool (Ultimate Equipment 323), for 1 Prestige Point. You can use this boon any number of times.

Season 10 Faction Card:

Once per adventure when you accomplish one of the following goals, you can check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

(0/1)Visit a city or town whose population is predominantly non-human during the course of an adventure. While in the settlement, purchase or sell an item worth at least 100 gp × your character level.

(0/1)Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

(0/2)Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

(1/2)Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

(0/2)Create a lasting impression on a sapient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least two of which must be non-human racial languages. If you do so, check both of this goal’s boxes.

(0/1)Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.

(2/2)Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

(0/3)|(0/2)Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Backstory in Progress:

From Bildt in the Lands of The Linnorm Kings: Bildt is ruled by Ingimundr the Unruly, a brawling, argumentative leader who publicly condemns the soft living of his southern brothers. Bildt is second only to Kalsgard in the quality of its shipyards, and many independent captains and second sons of old families still make raids out of the city, as Ingimundr turns a blind eye to their activities, except to take a share of their profits. Unlike Kalsgard, Bildt is decidedly unfriendly to non-Ulfen visitors.