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Jeremiah Laqueus: Danmarian Trapper

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Jeremiah Laqueus: Danmarian Trapper Empty Jeremiah Laqueus: Danmarian Trapper

Post  Alpha Omega Fri May 03, 2013 10:53 pm

Character Name: Jeremiah Laqueus "Giant Slayer"




Race: Human
Homeland: Danmarian
Alignment: Neutral (with Lawful Tendencies)
Class: Ranger
Level: 21
XPs:  3,400,001
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Description
Height: 5’9”
Weight: 185 lbs.
Hair: Brown w/ Grey Streaks
Eyes: Blue
Complexion: Tan
Age: 20
Gender: Male
Hand: Right
Other:
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Attributes
Strength: 22 (+6) (16 + (+6 Bracers))
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 20 (+5)
Charisma: 8 (-1)
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Base Speed: 40 feet (8 squares) | Modified 30 feet (6 squares)
Modified Speed: 20 feet (4 squares)
Initiative: +11 (Dex)
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Hit Dice: 21d10+21
Hit Points: 178
Current (Wounds):
Nonlethal Damage:
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Armor Class: 27 (10 +7 Armor +3 Dex +1 Ddg +2NA +1 TWD +3 RoP)
Touch AC: 18 (10 +3 Dex +1 Ddg +3 RoP)
Flat-footed AC: 23 (10 +7 Armor +2NA +1 TWD +3 RoP)
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Saving Throws
(+1 Resist All Enhancement does not stack with current equipt cloak)
Fortitude: 18 ( +1 Con +12 Class +3 Resistance +2 Great Fort)
Reflex: 21 (+4 Dex +12 Class + 3 Resistance+2 LR)
Will: 17 (+5 Wis +7 Class + 3 Resistance +2 Iron Will)
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BAB, CMB, CMD
Base Attack Bonus: +21/+16/+11/+6/+1
Combat Maneuver Bonus (CMB): +27 (+21 BAB +6 Str)
Combat Maneuver Defense (CMD): +40 (10 +21 BAB +6 Str +3 Dex)
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Attacks
(SINGLE ATTACK)
AXE OF THE GIANT-SLAYER+27 to hit, 1D6+8 Slashing damage (crit x3)
- This +2 magic handaxe excels against giants. Against a giant, the weapon’s enhancement becomes +4 and it deals an extra 2d6 points of damage

WYRM SLAYER AXE +27 to hit, 1D6+8 Slashing damage (crit x3)
-This +2 magic handaxe excels against wyrms. Against a wyrm, the weapon’s enhancement becomes +4 and it deals an extra 2d6 points of damage

(DUAL ATTACK)
AXE OF THE GIANT-SLAYER +27/+22/+17/+12/+7 to hit, 1D6+8 Slashing damage (crit x3)
WYRM SLAYER AXE +27/+22/+17, 1D6+6 to hit Slashing damage (crit x3)


Composite Longbow +2: +26/+21/+16/+11/+6 to hit, 1d8+8 Piercing damage (crit x3)
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Skills
Skill Ranks: 7 per Level (6 Class -1 Int +1 Human +1 Favored Class)
Perception +22 (21 Rank +3 Class +4 Wis)
Climb +15 (6 Rank +3 Class +6 Str)
Survival +22 (21 Rank +3 Class +4 Wis)
Swim +17 (8 Rank +3 Class +6 Str)
Knowledge: Geography +22 (20 Rank +3 Class - 1 Int)
Knowledge: Dungeoneering +16 (14 Rank +3 Class -1 Int)
Knowledge: Nobility 3 (4 Rank  -1 Int)
Profession: Trapper +12 (5 Rank +3 Class +4 Wis)
Stealth: +21 (21 Rank +3 Class +3 Dex)
Acrobatics +23 (21 Ranks +3 Dex +5 Cmp)

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Languages
Common, Jotun

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Proficiencies
Simple & martial weapons, light and medium armor, shields (except tower)

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Feats


Two Weapon Fighting*
Improved Two Weapon Fighting*
Two Weapon Rend - If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Double Slice - Add your Strength bonus to damage rolls made with your off-hand weapon.
Quick Draw - Draw weapon as a free action
Dodge - +1 dodge bonus to AC
Greater Improved Initiative - You get a +8 bonus on initiative checks.

Endurance* - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Two-Weapon Defense - When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.


Greater Two Weapon Fighting - You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Toughness - 1HP/level

Improved Crit - 19 & 20

Great Fortitude - You get a +2 bonus on all Fortitude saving throws.
Iron Will - You get a +2 bonus on all Will saving throws.

Lightning Reflexes - You get a +2 bonus on all Reflex saving throws.
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Special Abilities

Favored Enemy: Humanoid Giant (+6 Attk / +6 Dmg) +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks.
Favored Enemy: Humanoid Human (+2 Attk / +2 Dmg) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks.
Favored Enemy: Dragon (+4 Attk / +4 Dmg) +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks.
Favored Enemy: Undead (+2 Attk / +2 Dmg) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks.
Favored Enemy: Abherration (+4 Attk / +4 Dmg) +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks.

Track - A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy - A ranger can improve the initial attitude of an animal.

Favored Terrain (Forest) - +4 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked.

Favored Terrain (Mountain/Hills) - +4 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked.

Favored Terrain (Cold) - +2 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked.
Favored Terrain (Urban) - +4 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked.

Hunters Bond: This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1).


Woodland Stride -  a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.


Improved Evasion - At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.


Swift Tracker - Ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


Improved Quarry - At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.


Camouflage - A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Master Hunter - A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Hide in Plain Sight - While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

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Gear

-Explorer’s outfit (worn) Boots, breeches, belt, shirt, jacket, gloves, cloak, & scarf.
-Backpack (2 lbs.)

-MW. Hand Axe (4 lbs.) 1d6 Slashing damage
-AXE OF THE GIANT-SLAYER - This +2 magic handaxe excels against giants. Against a giant, the weapon’s enhancement becomes +4 and it deals an extra 2d6 points of damage.
-Quiver (12lb.) 80 MW Arrows (+1 AttK)

Silver Dagger
Pouch, belt (1/2 lb.)
Rations, trail, 5 days (5 lbs.)
Rope, silk, 50 ft. (5 lbs.)
Sewing Needle (--)
Signal Whistle (--)
Signet Ring (--)
Soap (1 lb.)
Waterskin (4 lbs.)
Clay Pipe
Smoking Pouch
(1) Sleep Arrow
Feather Token (Tree)
Scroll of Non-detection. (Non-detection IS on the Ranger's spell list, so Jeremiah can actually use it).
Pouch of Gator teeth
Carnivorous fish teeth
Potion of Cure Moderate Wounds
6 Masterwork Noble Outfits
Sack containing Bronze Dragon Orb
Dragon Claws, Teeth and Horns.
Couple hundred pounds of red dragon scales, stashed in Talmuts bag of holding...



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Arrows, Magical, 22x (Found at the Arx Scopulus)
Aura: Moderate (Universal); CL 9th
Slot: None; Price: 18,002 gp 5 sp; Weight 8 lb.
Description: A quiver of 50 arrows with banded shafts, exotic fletching, and ornate black heads. Each arrow carries a +3 enhancement bonus.

The Albino's Armor (worth 17,100 gold)
This black metal chain shirt consists of very fine chain links forged from some strange dark metal. It has an arcane spell failure of 10%, a maximum dexterity bonus of +6, and no armor check penalty! It is considered light armor, although it grants a +4 armor bonus, as well as a +3 armor enhancement bonus (so, a total AC bonus of +7).

LEGIONNAIRE'S BOOTS
Aura: faint transmutation (CL 3rd)
Slot: feet -- Weight 1 lb.
Description: These old leather boots are brown with elaborate gold and purple embroidery. They were once worn by an elite Augustine legionnaire, charged with carrying secret documents between the legates. (Legates were legion commanders and provincial governors). Although his name is lost to history, the wearer of these boots was highly respected, proven in battle, and (most of all) "beyond reproach."  When worn together, these boots grant great striding ability and allow the wearer to make great leaps. The wearer’s base land speed is increased by 10 feet and she/he can jump with a +5 competence bonus on Acrobatics checks.

CLOAK OF RESISTANCE +3
Aura: Faint Abjuration; CL 5th
Slot shoulders; Price 1,000 gp (+3); Weight 1 lb.This garment offers magical protection in the form of a +3 resistance bonus on all saving throws.

CLASP OF NATURAL ARMOR +2
Aura: Faint Transmutation; CL 5th
Slot neck; Price 2,000 gp (+2); Weight - This clasp, crafted from bronze and inlaid with pearls and red and white crystals, toughens the wearer's body and flesh, giving him a +2 enhancement bonus to his natural armor.

Ring of Protection +3

Stone Horse
-  This item is a roughly-hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse is combat-trained.

A stone horse can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting stone to flesh, then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form.
There are two sorts of stone horses.



Girdle of Giant Strength +6


Ironwood Breastplate of the Narlands
An ornate breastplate that appears to be made of wood and bears the shape of a lioness across the shoulders. Arcane runes decorate the edges, along the waist and neck.
(Medium Armor. +7 Armor Bonus, +3 Max Dex Bonus, -3 Armor Check Penalty, 25% Arcane Spell Failure, Move 20, 30 lbs)
This armor is made of wood, but is as hard as steel. It is not affected by conditions that affect steel and does not burn, but is otherwise affected as normal wood. It carries a natural +1 enhancement to AC (already counted in) and has been further enchanted with a Fire Resistance of 10 and a +5 bonus to both Diplomacy and Sense Motive. (Neither of the skill bonuses apply when dealing with members of the royal family).
Value: 29,000 Gold

Composite +2 Longbow built for a +6 Strength mod.

Gloves of recall - Making a hand gesture in the shape of a triangle will instantly teleport the wearer and five others to the Arx. 1 use /per day


The Wyrm Slayer's Axe
This +2 axe was dropped long ago, by one of the dragon's fallen enemies. Against dragons, the axe's enhancement bonus is +4 and it deals an extra 2d6 points of damage against dragons.

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Money
Cost of Living: Average
CP: 57
SP: 26
GP: 1,250 in gems  (22k @ Arx)
PP: 0

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Encumbrance
Current: 65 lbs.
Light: 76 lbs. or less (No Penalty)
Medium: 77-153lbs. (+3 Max Dex, -3 Check, 20 Move, Run x4)
Heavy: 154-230lbs. (+1 Max Dex, -6 Check, 20 Move, Run x5)
Light Overhead: 230 lbs.
Lift Off Ground: 460 lbs.
Drag or Push: 1150 lbs.

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Caster Level: 12

Spell Save DCs
1st-Level: 15
2nd-Level: 16
3rd-Level: 17
4th-Level: 18

Spells per Day
1st-Level: 4
2nd-Level: 3
3rd-Level: 3
4th-Level: 2

Spells Known
http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---ranger

Spells Prepared

1st-Level (4): Entangle | Hide from Animals | Speak with Animals
2nd-Level (3): Cats Grace | Owls Wisdom | Bears Endurance
3rd-Level (3): Dark Vision | Neutralize Poison | Remove Disease
4th-Level (2): Tree Stride | Freedom of Movement

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Background Motivation
Jeremiah has been a trapper his entire youth, a profession handed down to him from his father. This simple life, however, does not bring young Jeremiah the excitement he often wishes to feel. He finds himself dreaming of traversing Jotun Valley with the Danmarian Army in seek of thrills and tales of valor, night after night.  After a nice winter’s season of bountiful furs Jeremiah, his brother Jebediah and his father Jamison decided to split the furs between themselves and sell them in different cities across the Five Realms. While his father was to sell in Vilderoy, Jeremiah would go to Umbrafall and Jebediah would head to Albry. After which they would all meet back in Fjordheim and prepare for a new season.


Last edited by Alpha Omega on Tue Nov 03, 2015 5:49 pm; edited 201 times in total
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Jeremiah Laqueus: Danmarian Trapper Empty Re: Jeremiah Laqueus: Danmarian Trapper

Post  Alpha Omega Sun May 19, 2013 4:44 pm

Free:

Move:

Standard:

Swift:

OOC:

HP: 11/11


HP Max: 11 AC: 18 Fort: 3, Ref: 5, Wil: 3 Init: +3 H. Axe: +5Atk 1d6+4 
Mov: 4 SqBAB +1CMB: +2 | CMD: 15Per: +7L.Bow: +4Atk 1d8 +2


Last edited by Alpha Omega on Thu Jul 18, 2013 1:11 pm; edited 9 times in total
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Jeremiah Laqueus: Danmarian Trapper Empty Re: Jeremiah Laqueus: Danmarian Trapper

Post  Alpha Omega Tue May 21, 2013 7:48 am

Notes:  


  • Bulletin board at adventurers guild allows the members to inform each other of anything they find out there; traps, monsters, bad weather, or whatever. Sometimes, wealthy patrons looking to hire adventurers will also post jobs on the board. They sometimes have rooms for rent, as well, but I hear they are all booked up at the moment.



  • Jeremiah sent the letter to his father, hopefully all is well with him and his brother...



  • After the Ogre bridge ambush he recognizes the hide-layering approach to armor as a common habit for hill giants (not ogres), and supposes this one must have learned the behavior from hill giants, somewhere.

  • I need some stealth!


Last edited by Alpha Omega on Sun Jun 16, 2013 4:38 pm; edited 1 time in total
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Jeremiah Laqueus: Danmarian Trapper Empty Shopping List...

Post  Alpha Omega Mon May 27, 2013 5:08 pm

List of things to buy:
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Post  Alpha Omega Fri Jul 26, 2013 6:35 pm

Stone Horse (Heavy Combat Trained Horse)
5 Saddle Bags

Saddle Bag 1
-1Lb of Mixed Blend Spices (3-4 does, 2+ stags, 25-30 rabbits)
-1Lb of Salt (16 Lbs of meat)
-Specialty Blend Of herbs
-Leather Sack (meat curing)
  -Leather strips (meat curing)

Saddle Bag 2
-Grappling Hook
-Traps x3
-Quivers 2 (8lb) 30 Arrows

Saddle Bag 3 & 4
-Horse Feed (7 days)


Encumbrance, unmounted: 90  mounted: 350
Medium Encumbrance Limit (229 - 690)


XP 600
 N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile


Combat Training - An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.


Last edited by Alpha Omega on Mon Jul 28, 2014 7:35 pm; edited 1 time in total
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Jeremiah Laqueus: Danmarian Trapper Empty Letters Home...

Post  Alpha Omega Mon Jul 28, 2014 7:34 pm

Letters to come...
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