Created using PCGen 6.06.01 on Sep 5, 2016
Biggen Gurble Tsaukpaetra Chaotic Good Lamashtu 0 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Ranger1 0 Halfling Small / 5 ft. 3' 2" 36 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
1 2000 23 Male Dark brown Tumbleweed (#DEAA88), Simple Casual
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
15 +2 15 +2
DEX
Dexterity
17 +3 17 +3
CON
Constitution
15 +2 15 +2
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
15 +2 15 +2
CHA
Charisma
16 +3 16 +3

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
13




  
Walk 20 ft.
AC
Armour Class
16 : 14 : 13 = 10 + 2 + 0 + 3 + 1 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


10 +0 +6 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+5 = +2 + +2 + +0
+ +0
+ +1
+
Reflex
Dexterity
+6 = +2 + +3 + +0
+ +0
+ +1
+
Will
Wisdom
+3 = +0 + +2 + +0
+ +0
+ +1
+
CONDITIONAL MODIFIERS:
+2 vs. fear
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+4 = +1
+ +2 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+5 = +1
+ +3 + +1
+ 0
+ +0
+
CMB
ATTACK BONUS
+2 = +1
+ +2 + -1
+ +0
+ +0
+
CMB +2 +2 +2 +2 +2 +2
CMD 15 15 15 15 15 15
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
You gain a +2 bonus on Attack rolls and Damage rolls against elves.
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+4
1d2+2
20/x2
5 ft.

*Machete (Small)
HAND TYPE SIZE CRITICAL REACH
Primary
S
S
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +4
+0
+4
-2
+0
-4
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
 Special Properties  +1 circumstance bonus on Survival checks in the wild.

Crossbow, Light (Small)
HAND TYPE SIZE CRITICAL
Carried
P
S
19-20/x2
 AMMUNITION: Pouch (Belt) (Small)
 Range 30 ft.'
80 ft.'
160 ft.'
240 ft.'
320 ft.'
 Bonus +5
+5
+3
+1
-1
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Pick, Light (Small)
HAND TYPE SIZE CRITICAL REACH
Carried
P
S
20/x4
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +4
+0
+4
-2
+0
-4
 Dam 1d3+2
1d3+1
1d3+2
1d3+2
1d3+2
1d3+1

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Leather (Small)
TYPEARMOR BONUSMAX DEX BONUS
Light
+2
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10

SKILLS MAX
RANKS
1/1
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 5 = 3
+ 0
+ 2
  Acrobatics (Jump) DEX 1 = 3
+ 0
+ -2
  Appraise INT 1 = 1
+ 0
+ 0
  Bluff CHA 3 = 3
+ 0
+ 0
  Climb STR 8 = 2
+ 1
+ 5
  Craft (Traps) INT 5 = 1
+ 1
+ 3
  Craft (Untrained) INT 1 = 1
+ 0
+ 0
  Diplomacy CHA 3 = 3
+ 0
+ 0
  Disguise CHA 4 = 3
+ 1
+ 0
  Escape Artist DEX 3 = 3
+ 0
+ 0
  Fly DEX 5 = 3
+ 0
+ 2
  Heal WIS 6 = 2
+ 1
+ 3
  Intimidate CHA 3 = 3
+ 0
+ 0
  Perception WIS 8 = 2
+ 1
+ 5
  Perform (Untrained) CHA 3 = 3
+ 0
+ 0
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 2 = 2
+ 0
+ 0
  Stealth DEX 11 = 3
+ 1
+ 7
  Survival WIS 6 = 2
+ 1
+ 3
  Survival (Follow or identify tracks) WIS 7 = 2
+ 1
+ 4
  Swim STR 2 = 2
+ 0
+ 0
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against elves.

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.06.01 on Sep 5, 2016
Player: Tsaukpaetra; Character Name: Biggen Gurble
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Machete (Small)
(+1 circumstance bonus on Survival checks in the wild.)
Equipped
1
1
10
 Outfit (Traveler's/Small)
Equipped
1
1.25
0
 Leather (Small)
Equipped
1
7.5
10
 Belt
Equipped
1
0
0
 Crossbow, Light (Small)
Carried
1
2
35
 Pouch (Belt) (Small)
Crossbow, Light (Small)
1
0.12
1
 Bolts, Crossbow (10) (Small)
Pouch (Belt) (Small)
5
0.5
1
 Pick, Light (Small)
Carried
1
1.5
4
 Backpack (Small)
Carried
1
0.5
2
ITEM LOCATION QTY WT. COST
 Flint and Steel
Backpack (Small)
1
0
1
 Healer's Kit
Backpack (Small)
1
1
50
 Pot (Iron)
Backpack (Small)
1
4
0.8
 Waterskin
Pot (Iron)
1
0
1
 Rations (Trail/Per Day) (Small)
Backpack (Small)
16
0.25
0.5
 Rope (Hemp/50 ft.)
Backpack (Small)
1
10
1
 Torch
Carried
10
1
0.01
 Bedroll (Small)
Carried
1
1.25
0.1
TOTAL WEIGHT CARRIED/VALUE   48.47 lbs. 140 gp
WEIGHT ALLOWANCE
Light 50 Medium 100 Heavy 150

ILLUMINATION
Light Source Bright Shadowy Duration
Torch 20 ft. 40 ft. 1 hr.

MONEY
Coin (Copper Piece): 60
Coin (Gold Piece): 8
Coin (Silver Piece): 24
Unspent Funds = 0.0

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Goblin, Halfling
PROFICIENCIES
Ankus, Atlatl, Axe (Throwing), Bardiche, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Estoc, Falchion, Flail, Flail (Heavy), Flambard, Gandasa, Garrote, Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Hanbo, Handaxe, Hooked Lance, Horsechopper, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Kumade, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Machete, Manople, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Planson, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling Glove, Sling Staff (Halfling), Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, War Razor, Waraxe (Dwarven), Warhammer, Weighted Spear, Wushu Dart
Traits
Fencer [Paizo Inc. - Advanced Player's Guide, p.328]
     You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Sacred Touch [Paizo Inc. - Advanced Player's Guide, p.329]
     You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
SPECIAL ATTACKS
Humanoid (Elf) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.
SPECIAL QUALITIES
Fearless (Ex) [Paizo Inc. - Core Rulebook, p.26]
     Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) [Paizo Inc. - Core Rulebook, p.26]
     Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) [Paizo Inc. - Core Rulebook, p.26]
     Halflings receive a +2 bonus on Perception skill checks.
Sure-Footed (Ex) [Paizo Inc. - Core Rulebook, p.26]
     Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Track (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain +1 to Survival checks made to follow tracks.
Weapon Familiarity (Ex) [Paizo Inc. - Core Rulebook, p.26]
     Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Wild Empathy (Ex) [Paizo Inc. - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
FEATS
Well-Prepared [Paizo Inc. - Advanced Player's Guide, p.173]
    Somehow, you always seem to have the right tools or supplies close at hand.
    Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and "acquire" new items. You must pay of these items normally. Special - At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.

Created using PCGen 6.06.01 on Sep 5, 2016
Player: Tsaukpaetra; Character Name: Biggen Gurble
Ranger Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 0 0 0 0
* = Domain/Specialty Spell


Created using PCGen 6.06.01 on Sep 5, 2016
Player: Tsaukpaetra; Character Name: Biggen Gurble
Biggen Gurble
Biggen Gurble's portrait
Halfling
RACE
23
AGE
3' 2"
HEIGHT
36 lbs.
WEIGHT
Dark brown
EYE COLOR
Fulvous Brown (#E48400)
SKIN COLOR
Tumbleweed (#DEAA88)
HAIR COLOR
Simple Casual
HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description
Feat Skill: Survival
Home
,
Biography

Biggen Gurble was rather reluctant to leave his home, but being fed up of being considered an adolescent decided to participate in a guard shift (during the day) in the hopes of gaining recognition. The elders of the community saw this attempt at subterfuge but still allowed it. Despite their reservations, nothing of note occurred until a traveling caravan of conniving bandits appeared one day and attacked the guards after a dispute (that in no way was started by Biggen, of course). There were no fatalities and the bandits were driven away, but everyone except Biggen was injured to some extent (though mostly because he found himself stuck in one of the wagons after losing his dagger for most of the battle). In the tribunal that followed, the elders recognized the chance to underhandedly remove their perceived slacker and resource drain, and jokingly awarded Biggen a Whirling Earring and pronounced him an Adult, summarily banishing him from the community.

 

Having no use for the Earring, Biggen nonetheless kept the trinket as a reminder that some rewards just weren't the effort.

 

Biggen eventually encountered the Adventurer's Guild through one of the members their making fun of his name, which resulted in a small skirmish and ended with Biggen being sentenced by the Guild to being an indentured servant to the Guild, with the dubious benefit of receiving training as well (though still at cost, much to his chagrin at first). Nearing the end of his year-long term, Biggen had unexpectedly found a fairly good friendship with the members of the class he was assigned to serve, and when the time came for his release, he plead with the Guildmaster to let him stay as a full member and just finish the training. The Guildmaster was receptive to the plea and granted the request, and even allowed him to stay with the class he had been serving.

 

Having spent so much time in servitude had improved Biggen's strength and dexterity, which he focused into his bladework with the machete he had acquired, and the crossbow he had obtained through less... dodgy means.