Efter vår snöpliga TPK i söndags beslutades att vi gör helt nya rollpersoner och påbörjar Paizos adventure path Reign of Winter.
Jag vet inte hur spelledar-Chrull tänkt lägga upp krönikeskrivandet här på vårt nya forum, men jag tjuvstartar så här och presenterar min rollperson:
Jag vet inte hur spelledar-Chrull tänkt lägga upp krönikeskrivandet här på vårt nya forum, men jag tjuvstartar så här och presenterar min rollperson:
Feredir
Male Arctic elf Ranger (skirmisher) 1
True neutral Medium Humanoid (elf)
Init: +4; Senses: Perception: +8, darkvision 60 ft.
DEFENSES
AC: 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp: 11 (1d10+1)
Fort +3, Ref +6, Will +1
OFFENSE
Speed: 30 ft
Melee: Longspear +4 (1d8+4/×3) or battleaxe +4 (1d8+3/×3)
Ranged: Longbow +6 (1d8/×3)
STATISTICS
Str: 16, Dex: 18, Con: 12, Int: 12, Wis: 12, Cha: 8
Base Atk: +1; CMB: +4; CMD: 18
Feats: Weapon focus (longbow)
Skills: Climb +7, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +5, Perception +8, Stealth +8, Survival +5
Languages: Common, Elven, Skald, Sylvan
SQ: Restless wayfarer, frontier-forged, darkvision 60 ft., desert runner, elemental resistance (cold 5), keen senses, 1st favored enemy (animals), track, wild empathy
Gear: Dagger, longbow, longspear, battleaxe, 40 arrows, chain shirt, backpack, bedroll, winter blanket, flint and steel, belt pouch, hemp rope (50 ft.), waterskin, cold-weather outfit, 49 gp, 4 sp.
SPECIAL ABILITIES
Restless Wayfarer: You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Favored Enemy: 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.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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 (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.
Jag tänker mig Feredir lite som en kärv och fåordig norrlänning som föraktar veka sydlänningar som inte vet hur man klarar sig i den kalla vildmarken. Mycket mer än så har jag inte funderat ut, faktiskt. Jag brukar låta det växa fram under spel.Male Arctic elf Ranger (skirmisher) 1
True neutral Medium Humanoid (elf)
Init: +4; Senses: Perception: +8, darkvision 60 ft.
DEFENSES
AC: 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp: 11 (1d10+1)
Fort +3, Ref +6, Will +1
OFFENSE
Speed: 30 ft
Melee: Longspear +4 (1d8+4/×3) or battleaxe +4 (1d8+3/×3)
Ranged: Longbow +6 (1d8/×3)
STATISTICS
Str: 16, Dex: 18, Con: 12, Int: 12, Wis: 12, Cha: 8
Base Atk: +1; CMB: +4; CMD: 18
Feats: Weapon focus (longbow)
Skills: Climb +7, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +5, Perception +8, Stealth +8, Survival +5
Languages: Common, Elven, Skald, Sylvan
SQ: Restless wayfarer, frontier-forged, darkvision 60 ft., desert runner, elemental resistance (cold 5), keen senses, 1st favored enemy (animals), track, wild empathy
Gear: Dagger, longbow, longspear, battleaxe, 40 arrows, chain shirt, backpack, bedroll, winter blanket, flint and steel, belt pouch, hemp rope (50 ft.), waterskin, cold-weather outfit, 49 gp, 4 sp.
SPECIAL ABILITIES
Restless Wayfarer: You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Favored Enemy: 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.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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 (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.