| Full Name |
William Flynn |
| Race |
Human |
| Classes/Levels |
Ranger (Trapper) 1 |
| Gender |
Male |
| Age |
23 |
| Alignment |
CG |
| Deity |
Shelyn |
| Occupation |
Trapper |
| Strength |
10 |
| Dexterity |
14 |
| Constitution |
8 |
| Intelligence |
18 |
| Wisdom |
12 |
| Charisma |
14 |
About William Flynn
Male Human Ranger (Trapper) 1
HP: 12
AC: 14 (+2 Dex, +2 Leather)
Initiative: +2 (+2 Dex)
Attack: Longbow +3 (1d8) (+1 BAB, +2 DEX)
Short Sword +1 (1d6+1)
Fortitude: +1 (+2 Base, -1 Con)
Reflex: +4 (+2 Base, +2 Dex)
Will +2 (+0 Base, +1 Wis, +1 Trait)
Skills:
Knowledge (Geography) +8 (+1 Rank, +3 Trained, +4 Int)
Knowledge (Nature) +8 (+1 Rank, +3 Trained, +4 Int)
Knowledge (Dungeoneering) +8 (+1 Rank, +3 Trained, +4 Int)
Spellcraft +8 (+1 Rank, +3 Trained, +4 Int)
Survival +5 (+1 Rank, +1 Wis, +3 Trained)(+6 if following tracks)
Perception +5 (+1 Rank, +1 Wis, +3 Trained)(+6 to find traps)
Perform (Comedy) +3 (1 Rank, +2 Cha)
Profession (Trapper) +4 (1 Rank, +1 Wis, +3 Trained
Stealth +6 (1 Rank, +2 Dex, +3 Trained)
Disable Device +7 (1 Rank, +2 Dex, +3 Trained, +1 Trapper)
Ride +6 (1 Rank, +2 Dex, +3 Trained)
Handle Animal +6 (1 Rank, +2 Cha, +3 Trained)
Feats:
Toughness
Point-Blank Shot
Class Features:
Favored Enemy: Humans (+2 to attack, damage, Sense Motive, Perception, Survival, Bluff and Knowledge against humans.)
Track: +1 to Survival when following tracks
Trapfinding: +1 to Disable Device checks and Perception checks to find traps. Can disable magical traps.
Wild Empathy: +3 "Diplomacy" vs. Animals
Languages: Common, Draconic, Sylvan, Skald, Hallit
Traits:
Bastard: -1 Penalty to Charisma-related checks against Brevic Nobility, +1 to Will saves.
Inner Beauty: +4 to a Diplomacy, Bluff, Craft, or Perform check 1/day.
Favored Class: Bard
Equipment: Longbow (20 Arrows), Leather Armor, Traveler's Outfit, Compass, Paper (3 Sheets), Inkpen, Short Sword, Signet Ring (House Surtova), Whistle, Brownie the Horse
Saddlebags, Flint and Steel, Shaving Kit, Hemp Rope (50 feet), Thieves' Tools, Hooded Lantern, Pint of Oil, Bedroll , Waterskin,
William Flynn was born under an eccentric star. Born a bastard to a scion of house Surtova, he always sought many different ways to grow and learn. He never knew his father, but his mother assured him of his noble heritage and her love, and gave him his father's old signet ring before she sent him away for his own safety. She never could bring herself to tell him which nobleman was his father, however, knowing the consequences could be dire.
Raised with the family of a considerate farmer named Arron Starr, he worked hard for his board as a trapper. Gifted from the start, he applied his natural talents to a wide range of activities. He was most interested in learning all about the world and its history, but he didn't just want to study it - he wanted to experience it. In addition to his duties with the Starr family, he became a fine archer, and adept at stopping poachers and bounty hunters. He did it all with a smile on his face and a joke at the ready. Despite a rough upbringing, he always felt a strong connection to the beauty of the natural world, revering Shelyn as his patron.
He remained convinced of his heritage and birthright. With a sharp wit and a handsome face, he was well-liked, but his mocking ways and disregard for authority earned him a few enemies. His certainty of his heritage - and his vigilance in pursuing it - turned a few heads, but he was mostly dismissed by the Brevic nobility, as bastards usually were.
When he won a scholarship to the Arcanamirium, he elected not to go. This shocked everybody, as he had the makings of a fine wizard. Determined to not lock himself away for years of tedious study, he responded to the call to explore the Stolen Lands. Not only is he intent on experiencing everything life has to offer, he wants to have a good time doing it.