Nieran Codali

Jack Ciarathan's page

754 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


Race

NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

About Jack Ciarathan

JACK CIARATHAN
NG Male Elf Guide Ranger 2
Init +3; Senses Perception +9; low-light vision

==DEFENSE==

Spoiler:

HP 18 (2d10+2)
AC 16 (2+ armor, 1+ shield, + 3 Dex) FF 13 T13 | CMD 15
Fort +4 (base 3 + Con 1) Ref +6 (base 3 + Dex 3) Will +2 (base 0 + Wis 2) (+2 vs. enchantment)
Immune Magic sleep

==OFFENSIVE AND ADVENTURING ABILITIES==

Combat Stats:

BAB +2 CMB +2
Melee
Elven thornblade +5 (1d6 P or S/18–20x2; +2 to confirm critical hit)
Dagger +5 (1d4 P or S/19–20/x2)

Ranged
Mwk Longbow +6 (1d8 P/x3; 100 ft range)
Dagger +5 (1d4 P or S/19–20x2; 10 ft range)

Ranger Abilities:

Combat style: Archery

Ranger’s Focus (Ex) (1/day): 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.

Wild Empathy (+0) (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.

==STATISTICS AND OTHER ABILITIES==
STR 10 DEX 17 CON 12 INT 12 WIS 14 CHA 8
(15 point buy Elf +2 Dex & Int, -2 Con)

Move 30’

[spoiler=Feats, Traits, and Proficiencies]
==Feats==
Weapon Finesse (L1): Use Dexterity bonus to hit with light and agile melee weapons.

Precise Shot[/i] (Ranger bonus feat L2): Ignore the melee penalty when shooting into melee.

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). An elf treats any weapon with the word “elven” in it as a martial weapon.

==Traits==
Pioneer (Campaign): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. You begin play with a horse. You gain +1 trait bonus on this chosen skill: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim

Soaring Sprinter (Source Quests and Campaigns pg. 18): As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower. You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

==Skills and Skill Related Abilities==

Spoiler:
(6+Int 1/level +1 favored class=16). Any skill listed without a value or class bonus is an untrained class skill.
Acrobatics +7 (1 rank + 3 Dex + 3 class) (+2 to keep balance or jump)
Climb +4 (1 rank + 0 Str + 3 class)
Craft +1 (+1 Int)
Handle Animal +4 (2 ranks -1 Cha +3 class)
Heal +6 (1 rank + 2 Wis + 3 class)
Intimidate -1 (-1 Cha)
Knowledge (dungeoneering) +5 (1 rank + 1 Int + 3 class)
Knowledge (geography) +5 (1 rank + 1 Int + 3 class)
Knowledge (nature) +6 (2 rank + 1 Int + 3 class)
Perception +9 (2 ranks + 2 Wis + 3 class + 2 race)
Profession — (2 Wis)
Ride +7 (1 rank + 3 Dex + 3 class)
Spellcraft — (Int)
Stealth +7 (1 rank + 3 Dex + 3 class)
Survival +7 (2 ranks + 2 Wis + 3 class)
Swim +4 (1 rank + 0 Str + 3 class)

b]Keen Senses[/b]: Elves receive a +2 racial bonus on Perception skill checks.

Silent Hunter Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

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

Languages: Common, Elven

==EQUIPMENT==

Gear:

=Worn/Equipped=
Darkwood Buckler (205 gp, 2.5 lbs; +1 shield, 0 ACP)
Lamellar Cuirass (15 gp, 8 lbs; +2 armor, +4 max dex, 0 ACP)
Explorer’s Outfit (free)
Mwk Backpack (50 gp; 4 lbs)
Signal Whistle – 8 sp

=Equipped Weapons=
Dagger (2 gp, 1 lb; 1d4 P or S/19–20x2; light)
Elven thornblade (60 gp, 4 lbs; 1d6 P or S/18–20x2; agile; attacks with an elven thornblade gain a +2 bonus on attack rolls made to confirm critical hits.)
Mwk Longbow (375 gp, 3 lbs; 1d8/x3, 100 ft range)
Quiver of 40 arrows (2 gp, 6 lbs)

=Hanging off Belt=
Belt pouch (1 gp, ½ lb)
Canteen (2 gp, 1 lb)

==In Backpack==
Flint and Steel (1 gp , –)
Hammock (1 sp, 3 lbs)
Healer's Kit (50 gp, 1 lb)
Gear maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 2 lbs)
Twine (50 ft.) (1 cp, ½ lb)
Wandermeal (x3) (3x 1cp, 3x1/2 lb)

==In Belt Pouch==
Potion of cure light wounds (50 gp; —)
Potion of magic weapon (50 gp; —)

Gear on Rocco the Horse:

Bit and Bridle (2 gp)
Mapmaker's Kit (10 gp; 2 lbs) This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
Riding Saddle (10 gp, 25 lbs)
Rope (silk) (50 ft.) (10 gp, 5 lbs)
Tent, small (10 gp, 20 lbs)
Waterproof bag containg 4 days’ of feed (5 sp, ½ lb bag; 4x5 cp; 4x10 lbs feed)
((Rocco total weight carry is 85.5 lbs

Wealth
Funds: 87 gp, 3 sp, 6 cp
Spent: 912.64 out of 1,000 WBL
Gear total weight is 38 lbs (38 lbs max light load (33 without backpack))
[/spoiler]

=DESCRIPTION=

Background:
Jack Ciarathan once had a more complex given name, but the humans in the regions where he has traveled shortened it so long ago to “Jack” he prefers this name, leaving his full name behind with his past. He was born in the southern River Kingdoms near the border of Kyonin, a small elven settlement in the forest set up to protect Kyonin’s borders as the elves resettled the region. Over a century ago, while he was out climbing trees to collect bird feathers, raiders killed his family before reinforcements could drive them away. His cousins wanted him to enter Kyonin proper, safe behind its borders, but at 31, barely adolescent in the eyes of elves, he decided rather than hide, he would go out and face the world to harden himself against future threats. He ran off to join traveling caravan through the region.

Early in his caravan-living life, he befriended a young human, Arion. They often drifted off away from the caravan, chasing down a rabbit or seeking something odd they spotted off the road, laughing as they re-caught up with the caravan later. Arion was what Jack was not—open with joy and always talking. Etched on his heart is the horrible day when he and Arion ran off to bring down a few birds for dinner. Arion proudly held up the goose, grin on his face—when an arrow suddenly seemed to sprout from the center of his chest. A vicious band of highwaymen had killed the boy for as much sport as they’d been shooting fowl. All too late, Jack lifted his bow and shot, dropping the highwayman where he stood. It was the one day he’d been caught off guard, he hadn’t been alert, and he’d lost his only friend for it.

From there on he withdrew socially, becoming a dedicated, if sometimes sullen and overly focused, protector of the roads, interacting with others only to offer them directions or survival advice. Between the loss of his parents and his friend, he has a special hatred in his heart for bandits and raiders. While he takes no joy in killing anyone, he does not hesitate to cut down those who would slaughter and rob innocents to survive. Even though some bandits are forced into the lifestyle due to extreme circumstances, he has little forgiveness in his heart for those who choose survival at the expense of others. Knowing how to live off the land, he knows there are other ways to survive and takes the pleas of the captured as excuses.

As his traveling companions on the caravan aged and retired or died, Jack for a time decided too to settle, but accustomed to diverse company, he did not return to the xenophobic elven lands to the south. Instead, he chose a village in southern Brevoy to settle down in. For the last decade or so, he has tended to a small plot of farmland and helped in the village militia, although some of his skills have gone rusty. He has recently begun to feel a tug toward the road—and as though by fate, he heard of the call for those willing to work to reclaim the Stolen Lands. With an opportunity to re-hone his outdoorsmanship skills and free a land from bandits and darker dangers, perhaps this is what he has been waiting for.

Appearance:

Hero forge mini. Jack is, like most elves, tall and quite slender, and moves silently and swiftly. He uses a headband to keep his long, crow-black hair out of his eyes. His skin tone could be called “bleached bronze.” He moves his head about constantly, ever looking with vibrant green eyes for the unexpected. Just under 200, he’s still youngish by elven standards.

He always keeps his bow with him, a lovely piece fashioned for him by a clansmember, as well as an elven blade, the one reminder of his childhood near Kyonin. His clothes are fairly practical, ever dusty, topped off with a dull green cloak.

Personality:

Jack is a quiet, introspective sort—he takes great delight in observing all that’s around him and enjoys the company of others as much as solitude, but he does not show such enjoyment easily. While he isn’t as sullen and grieving as he was in his youth, he tends not to speak unless spoken to and fades in the background easily, which suits him just fine—he prefers not to draw attention to himself. Those who know Jack know he has a good head on his shoulders with excellent instincts—essential for survival on the road and—anywhere else, really. He has trouble getting people to listen to him but those that do usually benefit from his advice.

Jack is not combative by nature but ready to fight if it means protecting his comrades. While he is proud of his good marksmanship, he takes no delight in killing, even of the highwaymen he cuts down to protect others from their predation. Whenever he kills for food, he remembers to thank the creature’s passing spirit as he does so. Used to moving and always being on the alert for danger, he is a bit jumpy and remains "on guard" even in supposed times of relaxation.

==ROCCO THE HORSE==

Spoiler:

N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Offense
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft., Reach 5 ft.
Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6

Special Abilities
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse’s hooves are treated as secondary attacks.