If target counts as flanked, add +2 to attack roll.
If target counts as humanoid (human), add +4 to attack and damage rolls.
If target counts as prone, it takes a -4 penalty to AC.
Name: Jack Rivers
Race: Human
Player: Veshly
Classes: Ranger(Guide/Skirmisher)/1
Hit Points: 12
Experience: 0 / 2000
Alignment: Neutral Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Sylvan, Boggard.
Stats:
Stat Score Mod
STR 16 (+3)
DEX 14 (+2)
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 13 (+1)
Survival is listed twice to include ranger's tracking bonus.
Do not double count the skill rank assignment, please.
Feats:
-------------------------- Feats ---------------------------
Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Skill Focus (Perception)
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Martial Weapon Proficiency
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).
Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Simple Weapon Proficiency
Traits:
River Rat (marsh or river) [Paizo Publishing LLC -Advanced Player's Guide,p.332]
You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Rostlander [Paizo Publishing -Kingmaker Player's Guide,p.12]
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend
before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward.
Total weight carried: 97
Current load:97 Medium - Backpack Load
Encumbrance
Light: 86
Medium: 173
Heavy: 260
1.43 Gold.Siver_Copper
Special Qualities Ranger:
Archtypes: Guide/ Skirmisher
Hunter's Tricks [Paizo Publishing LLC -Advanced Player's Guide, p.128]
At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day
equal to 1/2 his ranger level + his Wisdom modifier.
Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature.
Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects.
Ranger's Focus (Ex) [Paizo Publishing LLC -Advanced Player's Guide, p.125]
At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever
occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day.
This ability replaces favored enemy.
Track (Ex) [Paizo Publishing - Core Rulebook, p.64]
You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) [Paizo Publishing - Core Rulebook, p.50/64]
You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances.
Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Special Qualities Racial- Human:
Feat [Paizo Publishing - Core Rulebook, p.27]
Humans select one extra feat at 1st level
Skilled [Paizo Publishing - Core Rulebook, p.27]
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Description:
------------------------_Description_-----------------------
Height: 5' 9" Weight: 175 lbs. Gender: Male
Eyes: Brown Hair: Brown Skin: Tanned
Dominant Hand: Right
Speech style: Clear but a frontier accent.
Full Description:
A creaking sound comes from the man that strides away from the docks. His looks are very ordinary, a stocky man of average height, a little heavy, of the typical Rostlander stock of Taldan and others. The dark brown hair, full beard, and eyes further that impression. The creaking comes from the wooden armor worn by the river-folk and few others. His garments are grey wool, both under and over the armor, with a green belt across the waist. He carries a trident common along the docks, but a rare bucker is strapped to his left forearm. His face is animated with a large grin and he seems young in body and spirit.
Background
On a hazy dark day in the Hooktongue Slough, a baby is born on a riverboat traveling the East Sellan trade route. Dol and Shelly couldn't be prouder parents of a healthy boy. Years pass as he learns the trade of boatman. The young lad finds the work of the ship's chippy (carpenter) endlessly interesting and is apprenticed to him. The Sellan's Pride is a fine riverboat captained by Allos Rivers-Lebeda, a very distant relation to the wealthy Lebedas' that own the ship and a cousin to Dol. There are many adventures up and down the river life, visiting his father's relatives in Brevoy, his mother's in Riverton. But always moving on to the next port, the next trade. 'Boatman Jack' learns better than most how to fight off the many dangers of the trade and avoid even more. Sometimes they have to make landfall in savage territory for supplies or to make repairs.
A hard life but a good one, prosperity while trade goes on. But that last trip nearly finished them, they encounter a fell creature in the Slough, barely getting away. The ship's chippy died just after naming Jack a journeyman. In port at Silverhall the bad news is announced, all trade through the Hooktongue is stopped until it becomes less risky. Times grow really hard then, as there is little need for hundreds of now unemployed boatmen. Jack family had bit to tide them over, but Jack needs a job, so he looked up his old captain.
Captain Lebeda looked at his best crewman and took a little risk. He sent him to a distant cousin in Rostov, a Swordlord Tercio Aldori, that asked him and others to send good men to him. The Swordlord needs people to look into the situation with banditry and savage creatures, that have so harmed Rostland's vital trade. Jack took up the offer but by the time he worked his way to Rostov the expeditions had already left. But Terico, hearing that some members of the Greenbelt team had left the area, sends Jack to Oleg with a charter and letter of introduction.