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Carrion Crown Adventure Path

Robi Cozma
Player Character Notes
Matt Egger
March 27, 2015

1
1.1

Class Features

Level
1
5
10
15
20

Combat Style, Archery (Ex)

At 2nd level, a ranger must select one combat style


to pursue.
The rangers expertise manifests in the form of
bonus feats at 2nd, 6th, 10th, 14th, and 18th level.
He can choose feats from his selected combat style,
even if he does not have the normal prerequisites.
The benefits of the rangers chosen style feats apply only when he wears light, medium, or no armor.
He loses all benefits of his combat style feats when
wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
If the ranger selects archery style, he can choose
from the following list whenever he gains a combat
style feat:

Favored Enemy
Undead

Bonus
+2

Table 2: Favored Enemies

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.

At 5th level and every five levels thereafter (10th,


15th, and 20th level), the ranger may select an adLevel Feats
ditional favored enemy. In addition, at each such inFar Shot, Focused Shot, Point Blank Shot, terval, the bonus against any one favored enemy (in2
Precise Shot, Rapid Shot
cluding the one just selected, if so desired) increases
Crossbow Mastery, Improved Precise Shot, by +2.
6
Parting Shot, Point Blank Master
If the ranger chooses humanoids or outsiders as
10
Pinpoint Targeting, Shot on the Run
a favored enemy, he must also choose an associated
subtype, as indicated on the table below. (Note
Table 1: Archery Combat Style Feats
that there are other types of humanoid to choose
fromthose called out specifically on the table below
are merely the most common.) If a specific creature
1.2 Favored Enemy (Ex)
falls into more than one category of favored enemy,
At 1st level, a ranger selects a creature type from the the rangers bonuses do not stack; he simply uses
ranger favored enemies table. He gains a +2 bonus whichever bonus is higher.
1

1.3

Hunters Bond (Ex)

per Ranger level he possesses. This duration does


not need to be consecutive, but it must be used in
10-minute increments. If the adaptation requires the
Ranger to make a more specific choice (such as what
skill to use with Skill Focus), this choice is permanent
and cannot be changed.
At 8th, 13th, and 15th-level, the Ranger chooses
another one of his favored enemy types and selects
one adaptation from that types list, as well as an
additional adaptation from any one list of a creature
type hes selected (including the one just chosen, if so
desired). The infiltrator can only use one adaptation
at a time. The ranger can use the camouflage and
hide in plain sight class features whenever he is using
adaptations.

At 4th level, a ranger forms a bond with his hunting


companions. This bond can take one of two forms.
Once the form is chosen, it cannot be changed. The
first is a bond to his companions. 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 rangers Wisdom modifier (minimum 1).
This bonus does not stack with any favored enemy
bonuses possessed by his allies; they use whichever
bonus is higher.
The second option is to form a close bond with
an animal companion. A ranger who selects an animal companion can choose from the following list:
badger, bird, camel, cat (small), dire rat, dog, horse,
pony, snake (viper or constrictor), or wolf. If the
campaign takes place wholly or partly in an aquatic
environment, the ranger may choose a shark instead.
This animal is a loyal companion that accompanies
the ranger on his adventures as appropriate for its
kind. A rangers animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class
feature), except that the rangers effective druid level
is equal to his ranger level 3.

1.4

Aberration: amphibious, darkvision 60 ft.,


Iron Will, natural armor +2.
Animal: climb 15 ft., darkvision 60 ft., Great
Fortitude, Lightning Reflexes, low-light vision,
natural armor (+2), swim 15 ft.
Construct: darkvision 60 ft., Great Fortitude,
Lightning Reflexes, low-light vision.
Dragon: darkvision 60 ft., Great Fortitude,
Iron Will, Lightning Reflexes, low-light vision,
Lunge.
Fey: Iron Will, Lightning Reflexes, low-light vision.

Infiltrator Adaption (Ex)

Level
3
8
13
15

Favored Enemy
Undead

Humanoid (aquatic): low-light vision, natural


armor +2, darkvision, swim 15 ft.

Adaption
Natural Armor +2

Humanoid (dwarf ): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and
steady, stability, stonecunning, weapon familiarity.

Table 3: Infiltrator Adaptions

Humanoid (elf ): elf blood, low-light vision,


elven immunities, elven magic, keen senses, Skill
Focus (choose one skill), weapon familiarity.

At 3rd level, an infiltrator learns how to copy the


unusual abilities of his prey. He chooses one type of
creature he has selected as a favored enemy, such as
aberrations. The Ranger selects one ability or feat
from the adaptation list for that type (see below). A
Ranger can use adaptations for 10 minutes per day

Humanoid (giant): low-light vision, Lunge,


natural armor +2, resist energy 10 (choose cold,
electricity, or fire), Throw Anything.
2

Humanoid (gnoll): darkvision 60 ft., Exotic


Weapon Proficiency (dire flail), natural armor
+2.

Vermin: climb 15 ft., darkvision 60 ft., Great


Fortitude, Iron Will, swim 15 ft.

This class ability replaces favored terrain.


Humanoid (gnome):
defensive training,
gnome magic, hatred, illusion resistance, keen
1.5 Track (Ex)
senses, low-light vision, obsessive, weapon familiarity.
A ranger adds half his level (minimum 1) to Survival
skill checks made to follow tracks.
Humanoid (goblinoid): darkvision 60 ft.,
goblin fast, Skill Focus (Stealth), natural armor
1.6 Wild Empathy (Ex)
(+2).
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
Humanoid (human): Great Fortitude, Iron Skills). The ranger rolls 1d20 and adds his ranger
Will, Lightning Reflexes, Skill Focus (choose one level and his Charisma bonus to determine the wild
empathy check result. The typical domestic animal
skill).
has a starting attitude of indifferent, while wild aniHumanoid (orc): darkvision 60 ft., ferocity, mals are usually unfriendly.
intimidating, orc blood, weapon familiarity.
To use wild empathy, the ranger and the animal
must
be within 30 feet of one another under normal
Humanoid (reptilian): darkvision 60 ft.,
visibility
conditions. Generally, influencing an animal
kobold fast (as goblin fast), lizardfolk hold
in
this
way
takes 1 minute, but, as with influencing
breath, natural armor +2, Skill Focus (choose
people,
it
might
take more or less time.
Acrobatics, Perception, or Stealth).
The ranger can also use this ability to influence a
Magical Beast: darkvision 60 ft., Great Forti- magical beast with an Intelligence score of 1 or 2, but
tude, low-light vision, natural armor +2.
he takes a 4 penalty on the check.

Humanoid (halfling): fearless, halfling luck,


keen senses, sure-footed, weapon familiarity.

Monstrous Humanoid: darkvision 60 ft.,


Lightning Reflexes, low-light vision, natural armor +2.

2
2.1

Feats
Endurance

Ooze: acid resistance 10, Great Fortitude, Iron


Will, Skill Focus (choose Climb, Escape Artist, Harsh conditions or long exertions do not easily tire
you.
or Perception).
Benefit: You gain a +4 bonus on the following
Outsider: darkvision 60 ft., energy resistance checks and saves: Swim checks made to resist non5 (choose one type of energy from acid, cold, lethal damage from exhaustion; Constitution checks
electricity, or fire), Great Fortitude, Iron Will, made to continue running; Constitution checks made
Lightning Reflexes.
to avoid nonlethal damage from a forced march; Con Plant: low-light vision, Great Fortitude, Iron stitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from
Will.
starvation or thirst; Fortitude saves made to avoid
Undead: darkvision 60 ft., Great Fortitude, nonlethal damage from hot or cold environments; and
Iron Will, natural armor (+2). Skill Focus Fortitude saves made to resist damage from suffoca(Stealth).
tion.
3

Level
1: Human
1
2: Combat Style
3
3: Ranger Bonus
5
6: Combat Style
7
9
10: Combat Style
11
13
14: Combat Style
15
17
18: Combat Style
19

Feat
Precise Shot
Point Blank Shot?
Rapid Shot

2.4

Rapid Shot

You can make an additional ranged attack.


Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a
ranged weapon, you can fire one additional time this
round. All of your attack rolls take a 2 penalty when
using Rapid Shot.

Endurance

3
3.1

Traits
Chance Survivor (Campaign)

Fate smiled on you and Professor Lorrimor one day


in the not so distant past. Through a matter of pure
chance, you were in a position to save the late scholars
life and did so. His gratitude was effusive, and he
promised that he would never forget you. You are
unsure of the nature of the summons in his will, but
Table 4: Feat Progression
believe he may have listed you as a possible heir in
thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has
You may sleep in light or medium armor without
stayed
with you, and you quite often feel that youre
becoming fatigued.
in the right place at the right time.
Normal: A character without this feat who sleeps
Benefit: You gain a +2 trait bonus on Initiative
in medium or heavier armor is fatigued the next day.
checks.

2.2

Point Blank Shot

3.2

You were born in a region where your faith was not


popular, but you still have never abandoned it. Your
constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.

You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30
feet.

2.3

Indomitable Faith (Faith)

3.3

Precise Shot

Magical Knack (Magic)

You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in
the woods or because your parents often left you in
the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to
understand, even when you turn your mind to other
devotions and tasks.
Benefit: Pick a class when you gain this trait.
Your caster level in that class gains a +2 trait bonus

You are adept at firing ranged attacks into melee.


Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons
at an opponent engaged in melee without taking the
standard 4 penalty on your attack roll.
Note: Two characters are engaged in melee if they
are enemies of each other and either threatens the
other.
4

as long as this bonus doesnt raise your caster level on the save. Leaping into a lake or magically extinabove your current Hit Dice.
guishing the flames automatically smothers the fire.

4.4

Equipment

Cure Light Wounds

When laying your hand upon a living creature, you


channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since
4.2 Weapons
undead are powered by negative energy, this spell
deals damage to them instead of curing their wounds.
4.2.1 +1 Ghost Touch Arrows
An undead creature can apply Spell Resistance, and
A ghost touch weapon deals damage normally against can attempt a Will save to take half damage.
incorporeal creatures, regardless of its bonus. An incorporeal creatures 50% reduction in damage from
corporeal sources does not apply to attacks made 4.4.1 Holy Water
against it with ghost touch weapons. The weapon Holy water damages undead creatures and evil outcan be picked up and moved by an incorporeal crea- siders almost as if it were acid. A flask of holy water
ture at any time. A manifesting ghost can wield the can be thrown as a splash weapon.
weapon against corporeal foes. Essentially, a ghost
Treat this attack as a ranged touch attack with a
touch weapon counts as both corporeal or incorpo- range increment of 10 feet. A flask breaks if thrown
real.
against the body of a corporeal creature, but to use
Price +1 bonus
it against an incorporeal creature, you must open the

4.1

Armor

flask and pour the holy water out onto the target.
Thus, you can douse an incorporeal creature with
holy water only if you are adjacent to it. Doing so is
A bane weapon excels against certain foes. Against
a ranged touch attack that does not provoke attacks
a designated foe, the weapons enhancement bonus
of opportunity.
is +2 better than its actual bonus. It also deals an
A direct hit by a flask of holy water deals 2d4 points
extra 2d6 points of damage against such foes.
of damage to an undead creature or an evil outsider.
Price +1 bonus
Each such creature within 5 feet of the point where
the flask hits takes 1 point of damage from the splash.
4.3 Other
Temples to good deities sell holy water at cost
(making
no profit). Holy water is made using the
4.3.1 Alchemists Fire
bless water spell.
You can throw a flask of alchemists fire as a splash
weapon. Treat this attack as a ranged touch attack 4.4.2 Enlarge Person Potion
with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every This spell causes instant growth of a humanoid creacreature within 5 feet of the point where the flask hits ture, doubling its height and multiplying its weight
takes 1 point of fire damage from the splash. On the by 8. This increase changes the creatures size cateround following a direct hit, the target takes an ad- gory to the next larger one. The target gains a +2
ditional 1d6 points of damage. If desired, the target size bonus to Strength, a -2 size penalty to Dexterity
can use a full-round action to attempt to extinguish (to a minimum of 1), and a -1 penalty on attack rolls
the flames before taking this additional damage. Ex- and AC due to its increased size.
tinguishing the flames requires a DC 15 Reflex save.
A humanoid creature whose size increases to Large
Rolling on the ground provides the target a +2 bonus has a space of 10 feet and a natural reach of 10 feet.
4.2.2

+1 Undead Bane Arrows

This spell does not change the targets speed.


If insufficient room is available for the desired
growth, the creature attains the maximum possible
size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by
the materials enclosing itthe spell cannot be used to
crush a creature by increasing its size.
All equipment worn or carried by a creature is
similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table:
Medium/Large Weapon Damage). Other magical
properties are not affected by this spell. Any enlarged
item that leaves an enlarged creatures possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by
this spell.
Medium Weapon
1d2
1d3
1d4
1d6
1d8
1d10
1d12
2d4
2d6
2d8
2d10

Robis mother, Miri was a hedge witch, surreptitiously employing her craft to protect and heal the
villagers. She taught some of her craft to her twin
daughers, Sana and Melina as well as Robi. He show
some promise, but it was clear hed never follow in
his mothers footsteps.
It was a happy, if meager childhood. Robi was
cared for by his mother, watched over by his sisters
and taught by his father. All that ended when his
mother fell ill when he was 8. Seeing how serious it
was, Luka left for Ravengro to find an experienced
healer. He returned a day too late.
Afterward, the family was never the same. They
struggled financially after losing his mothers income.
While his sisters found work where they could, Robi
had to spend his days hunting and gathering to feed
his family.
This led to his meeting Durgash, a half-orc cleric of
Gorum. Robi stumbled upon his hidden hovel while
scavening in the foothills far south of the village. After a tense first meeting, the two became friends.
Durgash was an outcast because of his mixed
parentage. He spent his days and nights scraping by
and killing all the undead he could find. He resented
his peoples servitude to the Whispering Tyrant and
their association with the undead. He passed his personal crusade and faith in Gorun along to Robi.

Large Weapon
1d3
1d4
1d6
1d8
2d6
2d8
3d6
2d6
3d6
3d8
4d8

5.2

Early Adulthood

Robi began to find work guiding explorers/adventures to and through local undead
Table 5: Medium/Large Weapon Damage
heavy areas and haunts. Luka didnt approve of this
work and was suspicious of where Robi was learning
his trade. Durgash supports Robis career and
supplies him with intel.
5 Background
In his late teens, Robis sisters leave for Calipahs
to improve their lot in life. They keep in touch by
5.1 Childhood
touch for a few years, but Robis not much of a writer
Robi was born into a lower class, but stable family in and they loose touch.
southern Canterwall. The village, south of Ravengro,
After returning from an expedition into northern
near the Virlych border was extremely small.
Virlych, Robi found that father had previously folHis father, Luka, was a game warden for the local lowed him to Durgashs camp and organized lynchlord, a successful merchant now retired near the ing party while he was away. Robi is overwhelmed
village of his birth.
by guilt and anger. After a argument with Luka that
6

turns physical he leaves home at 18 and doesnt return.

5.3

Adulthood to Present

Robi spends the next decade traveling the Inner Sea


learning as much as possible and looking for work.
He encounters Professor Lorrimor when hes entering
a haunt that the professor is fleeing. Robi is able to
save the professor. They keep in touch professionally.
Robi heard of the professors death in Absalom and
returns to Ustalav for the first time in over 5 years.

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