Sable Company Elite Marine

Chadwick Nor'vell's page

81 posts. Alias of Roidrage.


Full Name

Chadwick Nor'vell

Race

Human

Classes/Levels

Ranger-1

Gender

Male

Age

23

Alignment

NG

Languages

Common, Dwarven

Strength 13
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Chadwick Nor'vell

Chadwick Nor'vell
NG Male Human Ranger-1
Initiative:+4 Perception:+6

Defense:
Armor Class:17, Touch:14, Flatfooted:13
CMD: 16
Max HP: 11Current HP:11
Fortitude +3Reflex +6 Will +2

Offense:
Speed: 30ft
BAB: +1
CMB: +2

Melee:

Ranged:
Sling (10) +5(6), 1d4+1(2) x2 50ft


Racial Traits:
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.

Class traits:
Favored Enemy(Humans): 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 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.

feats:
Human(feat): Point Blank Shot
1st level:Precise Shot

skills:

Handle Animal:+5
Profession(Fisherman):+6
Knowledge(dungeoneering)+6
Knowledge (nature)+6
Perception+6
Stealth+8
sleight of Hand+5
Survival+6(7)
Swim+5

Gear:
Travelers Outfit
Studded Leather armor
Composite Long Bow (+1)
Quivers(30 arrows, 20 blunt arrows)
Club
Sap
Kukri
Daggers(4)
Bedroll
Waterskin
Locket
*Backpack
-Fishing tackle
-Twine(2 rolls)
-Magnet
a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
-Saw
*Bandoleer
-4 chalk
-2 Acid flasks
-2 Sunrods
Money 15gp 15sp 8cp

Background:
Chadwick tries and hold on to the happy memories he had with his mother and father. From practicing his bow skills with his father or learning about the local plant life with his mother. Or Sailing on there skiff from port to port.