About Zatqualmie DarksprocketInitiative: +3 (+7 Underground, +5 in Forest) Senses: Darkvision 120 ft; Perception, +13 (+4 bonus vs traps, +4 bonus Underground, +2 bonus in Forest, +4 bonus vs Undead, +2 bonus vs Goblinoids) Defense:
AC: 24, Touch 14, Flat 20 [+3 (DEX), +1 (Size), +8 (+2 Mithral Breastplate), +2 (+1 Blinding Buckler)]
Hp: 68 [12+(7×8)] note: 68/68 Fort: +8, Ref: +9, Will: +4; +2 bonus vs illusion spells and effects Defensive Abilities: Evasion Offense:
Spd: 30 ft (Boots of Striding and Springing, Mithral armor counts as light) Ranged weapon stats do not include Point Blank Shot feat. +1 to hit and damage at ranges of 30 ft or less. Ranged Longbow* +13/+8(1d6+2,×3) 110 ft, P
*+1 magic, +1 STR composite longbow Melee Battleaxe! +11/+6(1d6+2,×3) S
! +1 Adamantine
BAB: +8/+3; CMB: +8; CMD: 21 Gnome Racial Traits:
Small: Gnomes are Small creatures. Slow Speed: Gnomes have a base speed of 20 feet. Darkvision: Darkvision 60 feet alternate racial trait replaces Low-light Vision and Keen Senses. Defensive Training: +4 Dodge bonus to AC against monsters of the giant subtype. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Also has the following spell-like abilities: 1/day - dancing lights, ghost sound, prestidigitation, speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level plus the gnome's Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells and effects. Academician: Alternate racial trait. Receives a +2 bonus on any single knowledge skill. This replaces Obsessive. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Ranger Class Features:
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: At first level, a ranger selects a favored enemy. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures of the 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 5 levels thereafter 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. Favored enemies are Undead [+4 bonus], Humanoid (Goblinoid) [+2 bonus] Track: A ranger adds half his level to Survival skill checks made to follow or identify tracks. Wild Empathy: 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. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. 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 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: Zatqualmie uses the archery combat style. Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain: At 3rd level the ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on 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 5 levels thereafter, a 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. Favored Terrains: Underground [+4 bonus], Forest [+2 bonus] Hunter's Bond: At 4th level a ranger forms a bond with his hunting companions. Zatqualmie can spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with and favored enemy bonuses possessed by his allies; they use whichever bonus is higher. Woodland Stride: 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 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. Swift Tracker: Can move at normal speed while using Survival to follow tracks without taking -5 penalty. Takes only a -10 (instead of -20) when moving at up to twice normal speed while tracking. Spells:
Spell slots available: 2 first level slots and 2 second level slots. Spells prepared: level 1:
Level 2:
Rogue class features:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow and short sword. They are proficient with light armor, but not with shields. Sneak Attack: The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 4d6. Trapfinding: A rogue adds 1/2 his level to his Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Zatqualmie gets a +4 bonus. Evasion: At 2nd level and higher 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense: Gets a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Uncanny Dodge: A rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Improved Uncanny Dodge: Can no longer be flanked unless the attacker has 4 more rogue levels than he does.
Rogue Talents:
Fast Stealth
Level Feats:
1. Deepsight
Ranger Combat Style and other feats:
2. Point Blank Shot
Trained Skills:
Trained skills: 8(Class) + 2(INT MOD) = 10 ____________________Class____MOD___RANKS____MISC____ACP____Total
An * after the listed ability indicates an Armor Check Penalty may apply. He is currently wearing armor with an ACP of -1
Equipment:
Encumbrance: Without heavy load belt
With heavy load belt
Gear: 36,300 gold pieces to spend On Person Explorer’s Outfit (free) 2 lbs
35,927 gp 34 lbs Backpack and contents Backpack 2 gp 0.5 lbs
109.6 gp 12.5 lbs 35,927 + 109.6 = 36,036.6 gp spent, 263.4 gp left over (5.3 lbs) 34 lbs + 12.5 lbs + 5.3 lbs = 51.8 lbs, light load with belt. Selected Magic Item cost breakdown:
+2 Mithral Breastplate: 4,000 gp (includes MW) + 200 gp (base) + 4,000 gp (magic) = 8200 gp, weight 7.5 lbs, counts as light armor, armor bonus +7, MAX DEX + 5, ACP -1 +1 Blinding Buckler: 15 gp (base) + 150 gp (MW) + 4,000 gp (magic) = 4165 gp, 2.5 lbs, shield bonus +2, ACP 0 +1 magic, +1 str composite longbow: 100 gp (base) + 100 gp (STR bonus) + 300 gp (MW) + 2,000 (magic) = 2,500 gp, weight 1.5 lbs, does 1d6+2 damage, range 110 ft +1 mithral Morningstar, 8 gp (base) + 750 gp (includes MW) + 2,000 (magic) = 2,758 lbs, weighs 1.5 lbs, does 1d6+1 damage +1 Adamantine battleaxe, 10 gp (base) + 3,000 gp (includes MW) + 2,000 gp (magic) = 5,310 gp, weighs 3 lbs, does 1d6+1 damage Background:
Zatqualmie Darksprocket normally just uses the nickname "Zee" when he is among friends. He found that even the abbreviated two name version of his moniker was too much trouble for non gnomes, so he bowed to the inevitable and shortened it to a single letter for use by those people he liked. Zee is 69 years old. He is 3 feet 5 inches tall and weighs in at 40 lbs. Zee's father (Abrashtor) was a svirfneblin ranger and his mother (Besh) was a surface gnome rogue who lived in the forest. They ended up getting together when Abrashtor's small gnome hold in the underdark was overrun by Drow. While Abrashtor spent most of his time on the surface after he married Besh, he nevertheless returned to the underdark to procure various items and ingredients for making things. When Zatqualmie was old enough Abrashtor trained him in the ways of a ranger in the underdark. It helped that Zatqualmie had inherited his father's enhanced darkvision. Besh also trained Zatqualmie in the ways of a rogue. Thus Zatqualmie came to embrace both paths and practiced them as intensely as he could. Appearance & Personality:
In both appearance and personality Zee tends to split the difference between a surface gnome and a svirfneblin. People observing his relatively pale skin, white hair and somewhat subdued personality might think that he was well on the way to being bleached. But such is not the case. Indeed, it is possible that thanks to Zee's svirfneblin heritage he might not have to worry too much about bleaching. Zee's mithral armor has the equivalent of a bead blasted finish so that it is not unduly reflective. He wears his armor over a standard explorer's outfit composed of items in various shades of brown. He wears his longbow and an oversize quiver of arrows slung off his right shoulder. He carries his battleaxe on his weapon belt on his right hand side, his Morningstar on the weapon belt on his left hand side, and the gladius thrust through the center front of the belt more or less horizontally set up for a right hand draw. He carries his chakrams in a specialized holder on his left shoulder, and has the obligatory dagger concealed in each boot. He also has this thieves' tools stowed in various pockets on his person. |
