Matty

Well, hey there! What brings you folks so far out here; you lost or somewhat?

Description:
Basic Stats
Class: Scout 1 Species: Human, Cunning Specialty: Ranger Experience: 0
Vitality: 11 Wounds: 14 Defense: 15 DR: 0
BAB: 0 Initiative: 6 Speed: 30ft Action Dice: 3d4
STR 10 +0 Fortitude +4
DEX 18 +4 Reflex +6
CON 14 +2 Will +2
INT 12 +1 Unarmed +0
WIS 14 +2 Melee +0
CHA 6 -2 Ranged +4
Skills
Skill Key Attribute Skill Bonus (Rank + Mod) Threat/Error Class Skill Focuses
Acrobatics Dex 6 = 2 + 4 1 / 20 yes
Athletics Str 3 = 3 + 0 1 / 20 yes
Blend Cha -1 = 1 – 2 1 / 20 yes
Intimidate Wis 5 = 3 + 2 1 / 20 origin
Medicine Int 6 = 4 + 2 1 / 20 origin
Notice Wis 10 = 10 + 0 1 / 20 yes
Resolve Con 5 = 3 + 2 1 / 20 yes
Ride Dex 6 = 2 + 4 1 / 20 yes Riding Mounts
Sense Motive Wis 5 = 3 + 2 1 / 20 yes
Sneak Dex 5 = 1 + 4 1 / 19-20 yes
Survival Wis 6 = 4 + 2 1 / 20 yes
Tactics Int 5 = 4 + 1 1 / 20 yes
Interests Total Studies: 2
Languages Studies
Imperial Redrock Territory
Voldrani Bounties
Class Abilities
Charming Talent. Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
Sharp Mind Talent. You gain 1 additional skill point per level.
Tenacious Spirit Talent. You gain 1 additional vitality per level.
Camouflage Specialty. Choose a terrain: aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.
Plains
Animal Empathy Specialty. The Dispositions of non-adversary animals increase by 5.
Favored Foes Specialty. Choose 2 Types: animal, beast, construct, elemental, fey, folk, horror, ooze, outsider, plant, spirit, or undead. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen Types. You may choose an additional Type at Career Levels 6, 11, and 16.
Animal, Folk
Bonus Feat Specialty. Battlefield Trickery
Trailblazer Scout. Your presence ensures that everyone survives even the most hostile environments. Once per scene as a free action, you may temporarily grant your teammates 1 of your Terrain feats until the end of the scene.
Stalker Scout. At Level 1, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
Feats
Pathfinder Basics Choose a terrain, gaining the following benefits.
Also, you may always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain.
Plains: You gain a +2 bonus with Notice checks.
Battlefield Trickery When you successfully Ambush one or more characters, you may choose a number of them up to the number of Terrain feats you have. Each target chosen suffers the effects of a successful Cheap Shot trick (no attack is made and no damage is rolled).
Proficiencies, Stances, and Combat Tricks
Proficiencies
Unarmed none Blunt none
Edged proficient Hurled proficient
Bows none Black Powder forte
Siege Weapons none
Stances
Combat Tricks
Cheap Shot (Attack Trick): The character attempts to exploit an opponent’s obvious weakness. He chooses 1 of the opponent’s attributes or the opponent’s Speed and makes his attack check, suffering a –4 penalty. With a hit, the opponent suffers a –2 penalty with all attack and skill checks using the chosen attribute, or a –10 ft. penalty to his Speed, until the end of the scene. With a miss, the character becomes flat-footed. Each combatant may suffer from only 1 successful Cheap Shot per scene.
Possessions and Lifestyle
Panache: 0 Coin in Hand Prudence: 0 Stake
Income: 0s 100s Saved 15% 0s
Reputation and Renown
Reputation: 10 Legend: 0
Heroic Renown: 0 Title: None
Military Renown: 0 Title: None
Noble Renown: 0 Title: None
Gear Description Weight Cost
Dagger 1d6 lethal, 19–20, Bleed, hurl 1 lb 15s
Magic Carbine 2d6 lethal, 18–20, 40′×6, 20 shots, Calvary, Unreliable, load 8, ammo 6 9 lbs 30s
Bola 1d6 subdual, 19–20, 20′×3, 3 shots, Calvary, trip 2 lbs ?s
Backpack +2 Str for carrying capacity 5 lbs 5s
Bedroll Cold resist 4 3 lbs 5s
Canteen Holds 2 quarts of liquid 0.5 lbs 5s
Tinderbox Starts fire in 1 round 0.5 lbs 8s
Tonic (3 uses) 1 immediate save vs poison 0.25 lbs 10s
Rations (7 uses) Feeds character for 1 day 5 lbs 5s
Bandolier -2 load 1 lbs 20s
Misc. Herbs Good for cooking/smoking ? lbs 20s
Bio:

Matty

Solace: The New World Pappytech