Rival Explorer

Darius Braum's page

20 posts. Alias of Wingnut20x6.


Race

CMD 16 | Spells (0) unl.

Classes/Levels

Conditions: none

Gender

N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +4 |

About Darius Braum

Flamboyantly dressed, Darius stands a very tall 5'9" and usually sports a huge grin. His fine clothes are pressed, immaculate, and begging for attention; if your eye isn't caught by his many rings and chains, it will certainly see the ruckus he is causing! His skin is a healthy shade of green, and his dark, voluptuous hair is kept in check only by his foppish hat.
He wears a few weapons, and his shield usually across his back, with the crest of House Braum emblazoned proudly across it. To most, he is a kind-hearted friend, and over a drink you may hear his trademark catchphrase... although he often starts fights with the same words... and only the luckiest, fairest women will receive a custom tune from Darius Melton, the Bastard Braum!

Male Half-Orc Ranger (Dandy) 1
N Medium Humanoid
Init +2; Senses Perception +4
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DEFENSE
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AC 20, touch 12, flat-footed 18
hp 13 (1d10+2, plus FCB 1)
Fort +4, Ref +4, Will +0
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OFFENSE
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Speed 20 ft.
Melee Scimitar +4 (1d6+3/ 18-20x2)
Morningstar +4 (1d8+3/ x2)
Ranged Sling +3 (1d4+3/ x2)
Special Abilities Favored Nation: Taldor, Track, Rumor Empathy
Special Attacks
Spells Known
0 (at will)—Prestidigitation, Open/Close
Spells Prepared (CL 1st; Concentration +1)
Spontaneous
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD +16
Feats Skill Focus: Disable Device, Nemesis (Story)
Skills
Bluff +8 (+2 vs humanoid)(+2 vs Taldan officials, gentry, nobles)(+2 to feign ignorance)
Diplomacy +8 (+2 vs humanoid)(+2 vs Taldan officials, gentry, nobles)
Disable Device +12 (not counting ACP)
Disguise +7
Intimidate +6
Perception +4 (+2 vs Taldan officials, gentry, nobles)
Perform (Strings) +6 (+8 with MW Lute)
Sense Motive +6 (+2 vs humanoid)(+2 vs Taldan officials, gentry, nobles)(+2 to intercept secret messages)
Stealth +6 (not counting ACP)
Traits Child of Oppara (campaign), Criminal (Social), Magical Knack (Magic), Attached (Drawback)
Languages Common, Orc
SQ none
Gear Funds: 53g. Breastplate, Heavy Wooden Shield, Scimitar, Morningstar, Sling, Masterwork Lute, Noble's Outfit, Signet Ring, Ranger's Kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, 10 torches, 5 days field rations, waterskin), MW Thieves' Tools, 13g worth of various fine jewelry

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SPECIAL ABILITIES
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Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Overlooked Mastermind: Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.

Favored Nation (Ex): Each time he would select a favored enemy, a dandy instead selects a country with whose courtly graces he is wholly versed and studied. He gains a +2 bonus on Bluff, Diplomacy, Knowledge, Perception, Sense Motive, and Survival checks against courtiers, officials, nobles, and gentry from that nation. Likewise, he gains a +2 bonus on weapon attack and damage rolls against them.

A dandy can attempt the appropriate Knowledge checks untrained to identify such people from the selected country. A dandy gains additional favored nations, and can increase the bonuses of one of his current favored nations, in the same way he would with a normal ranger’s favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Rumor Empathy (Ex): A dandy can alter the flow and spread of rumors in his favor. This functions similarly to wild empathy, except that it takes 1 day (8 hours of work), instead of 1 minute, and it affects the general tenor of a rumor instead of a wild animal.

A successful rumor empathy check allows the dandy to increase or decrease the rumor’s tone by one step. For example, he could make an indifferent rumor friendly and thus positive toward its target, or an unfriendly rumor hostile and thus even more negative toward its target than it was originally.

The difficulty of influencing a rumor depends on the size of the community in which it is spreading. The DC of the check is 15 in a village or smaller settlement. This DC increases by 5 and the number of days required to attempt the check increases by 2 for every settlement size category larger than a village—to a maximum of DC 40 and 11 days to affect a rumor spreading through an entire metropolis.

If the rumor is only spreading through a smaller segment of the population, such as the elven district in a larger metropolis, use the population of that smaller segment to determine the DC and number of days of work required to use rumor empathy. The DC also increases by 10 if the rumor is about the dandy himself, since the dandy is obviously a biased source with respects to rumors about his own person.

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MACROS
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[dice=Scimitar]1d20+4[/dice] [dice=Damage]1d6+3[/dice]
[dice=Morningstar]1d20+4[/dice] [dice=Damage]1d8+3[/dice]
[dice=Sling]1d20+3[/dice] [dice=Damage]1d4+3[/dice]