Jec LeBlanc (ZenSwift)

===Basic Information===
 Race: Elf
 Class: Ranger
 Level: 1
 Experience: 588
 Alignment: NG
 Languages: Common, Elven, Goblin, Draconic, Sylvan 
 Deity: N/A
 First Seen: The Dunn Wright Inn
 Location: The Dunn Wright Inn
 Background: Open
===Abilities===
STR: 15 +2 (7 pts)
DEX: 17 +3 (7 pts) +2 Racial
CON: 11 +0 (3 pts) -2 Racial
INT: 16 +3 (5 pts) +2 Racial
WIS: 10 +0 (0 pts)
CHA: 08 -1 (-2 pts)
===Combat Statistics===
(Max-2) HP: 11 = [1d10 +CON (+0) + FC (01)] (Ranger)
 AC: 16 = [10 + DEX (+3) + Armor (+2) + Shield (+1) + Misc (00)]
 AC Touch: 13 = [10 + DEX (+3) + Misc (+0)]
 AC Flatfooted: 13 = [10 + Armor (+2) + Shield (+1) + Misc (+0)]
 INIT: +5 = [DEX (+3) + Trait (+2)]
 BAB: +1 = [Ranger (1)]
 CMB: +3 = [BAB (+1) + STR (+2) + Misc (+0)]
 CMD: 16 = [10 + BAB (+1) + STR (+2) + DEX (+3) + Misc (+0)]
 Fortitude: +2 = [Ranger (+2) + CON (+0) + Misc (+0)]
 Reflex: +5 = [Ranger (+2) + DEX (+3) + Misc (+0)]
 Will: +0 = [Ranger (+0) + WIS (+0) + Trait (+2 against fear 
 effects, +2 against enchantments)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Longsword: Attack: +3 = [BAB (+1) + STR (+2) + Misc (+0)]
 Damage: 1d8+2, Crit: 19-20/x2 
 Special: If wielded in both hands: Attack: +2, Damage: 1d8+3
ShortBow : Attack: +4 = [BAB (+1) + DEX (+3) + Misc (00)]
 Damage: 1d6+0, Crit: 20/x3, Range: 60' 
 Special: PBS: +1 Attack, +1 Damage within 30'
===Racial Features===
Ability Adjustments: +2 (dex), +2 (int), -2 (con)
 Size: Medium
 Speed: 30'
 Favored Class: Ranger (+1 HP taken once)
 Low-Light Vision: Elves can see twice as far as humans in 
 conditions of dim light (see low-light vision).
 Elven Immunities: Elves are immune to magic sleep effects 
 and get a +2 racial saving throw bonus 
 against enchantment spells and effects.
 Elven Magic: Elves receive a +2 racial bonus on caster level 
 checks made to overcome spell resistance. In 
 addition, elves receive a +2 racial bonus on 
 Spellcraft skill checks made to identify the 
 properties of magic items.
 Keen Senses: Elves receive a +2 racial bonus on Perception 
 skill checks.
 Weapon Familiarity: Elves are proficient with longbows (including
 composite longbows), longswords, rapiers, 
 and shortbows (including composite shortbows),
 and treat any weapon with the word “elven” 
 in its name as a martial weapon.
 Languages: Elves begin play speaking Common and Elven. Elves with
 high Intelligence scores can choose from the following:
 Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and 
 Sylvan.
===Class Features===
Ranger
Armor/Weapons: Light/medium armor Simple/martial Weap
 Favored Enemy (goblinoid) : At 1st level, a ranger selects a creature type
from the ranger favored enemies table. He gains a +2 bonus 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.
 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. 
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.
===Feats===
Point Blank Shot(L1 Feat(combat)) : Benefit: You get a +1 bonus on attack
and damage rolls with ranged weapons at ranges of up to 30 feet.
===Traits===
Warrior of old (race): As a child, you put in long hours in combat drills,
 and though time has made this training a dim memory, you still have a 
knack for quickly responding to trouble. You gain a +2 trait bonus on 
Initiative checks.
Courageous (Combat): You gain a +2 trait bonus on Saving Throws against 
fear effects.
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 09 = [Base (06) + INT (03)/Level; FC (00), Misc (00)] (Ranger)
 
Skills Total Rank CS Ability ACP Misc
Acrobatics +6 1 3 3 -1 +0
Appraise +3 0 0 3 +0
Bluff -1 0 0 -1 +0
Climb +5 1 3 2 -1 +0
Craft ( ) 00 0 0 0 +0
Diplomacy -1 0 0 -1 +0
Disable Device 0 0 3 -0 +0
Disguise -1 0 0 -1 +0
Escape Artist +2 0 0 3 -1 +0
Fly +2 0 0 3 -1 +0
Handle Animal +3 1 3 -1 +0
Heal 00 0 0 0 +0
Intimidate -1 0 0 -1 +0
Knowledge (Arcana) 0 0 0 +0
Knowledge (Dngnrng) 0 0 0 +0
Knowledge (Engnrng) 0 0 0 +0
Knowledge (Geography) +7 1 3 3 +0
Knowledge (History) 0 0 0 +0
Knowledge (Local) 0 0 0 +0
Knowledge (Nature) +7 1 3 3 +0
Knowledge (Nobility) 0 0 0 +0
Knowledge (Planes) 0 0 0 +0
Knowledge (Religion) 0 0 0 +0
Linguistics 0 0 3 +0
Perception +6 1 3 0 +2 (racial Elf)
Perform ( ) -1 0 0 -1 +0
Profession ( ) 0 0 0 +0
Ride +2 0 0 3 -1 +0
Sense Motive 00 0 0 0 +0
Sleight of Hand +2 0 0 3 -1 +0
Spellcraft 0 0 3 +0 (+2 to Identify)
Stealth +6 1 3 3 -1 +0
Survival +4 1 3 0 +0 (+1 to track)
Swim +5 1 3 2 -1 +0
Use Magic Device 0 0 -1 +0
===Spell Lists (Known)===
0 Level Level 01 Level 02
* Spell Name * Spell Name * Spell Name
* Spell Name * Spell Name * Spell Name
===Spell Lists (Prepared)===
0 Level Level 01 Level 02
* Spell Name * Spell Name * Spell Name
* Spell Name * Spell Name * Spell Name
===Equipment===
Equipment Cost Weight
Explorer's Outfit -- -- lb
Leather Armor 10 gp 15 lb
Buckler 5 gp 5 lb
Longsword (Melee) 15 gp 4 lb
ShortBow (Ranged) 30 gp 2 lb
 Normal Arrows (40) 2 gp 6 lb
Backpack 2 gp 2 lb
 Trail Rations (2) 1 gp 2 lb
 Torch .05 gp 1 lb
 Rope Silk(50ft) 10 gp 5 lb
 Flint and steel 1 gp -- lb
 Cure light wounds 50 gp -- lb
 Dagger 2 gp 1 lb
 ===========
 Total Inventory: 113.05 gp 
 Total Weight: 42 lb
 Light Medium Heavy 
Max Weight: 0-66 67-133 134-200
===Finances===
PP: 00
GP: 21
SP: 09
CP: 05
Gems/Jewelry/Other:
0000
===Details===
 Size: Medium
 Gender: Male
 Age: 130
 Height: 5 foot 5 inchs
 Weight: 115 LB
Hair Color: Blond
 Eye Color: Purple
Skin Color: Pale
Appearance: Slightly Scarred
 Demeanor: Appears to be easy going. However has the look of don't piss me off
===Background===
Jec Looks like he has weathered a few battles. As for as normal elven beauty he has very little of it, infact the only reason you know he is elven is from the telltale ears and vibrant eye color. Growing up he had everything he could have ever wanted. Until on one fateful morning when a overly large group of goblins came through the town slaughtering everyone they could find. Jec was one of the few that survived. From that point on the vowed to hunt goblins and exterminate them of the world.
===Adventure Log===
The Kidnapper's Trail GM: Toasterferret; July 2nd, 2012 to Sept. 24th, 2012
 XP Received: 588 XP = 161 EXP + (84 days * 7/day)
 Treasure Received: 755 GP = 240 EGP + (84 days * 6/day)
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (June 26th, 2012) (Satin Knights) level 1
*Approval (June 26th, 2012) (Toasterferret) (non-judge) level 1
Category:Approved Characters