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<blockquote data-quote="Redclaw" data-source="post: 3856148" data-attributes="member: 53791"><p>[code]</p><p>Ariston </p><p>Chaotic Good</p><p>Scout 1</p><p>Vitality 9</p><p>Wound 12</p><p>AC 14 FF 11 T 13 DR 1/</p><p>Initiative +3</p><p></p><p>Str 12 +1 (4 points)</p><p>Dex 16 +3 (10 points)</p><p>Con 12 +1 (4 points)</p><p>Int 12 +1 (4 points)</p><p>Wis 14 +2 (6 points)</p><p>Cha 10 +0 (2 points)</p><p></p><p>Fort +1 (+0 base, +1 con)</p><p>Ref +5 (=2 base, +3 dex)</p><p>Will +2 (+0 base, +2 wis)</p><p></p><p>Ranged: Shortbow +3 (1d6, 19-20)</p><p>Melee: Dagger +1 (1d4+1, 19-20)</p><p></p><p>Skills</p><p>Climb +5 (4 ranks, +1 str)</p><p>Escape Artist +5 (2 ranks, +3 dex)</p><p>Hide +9 (4 ranks, +3 dex, +2 stealthy)</p><p>Jump +5 (4 ranks, +1 str)</p><p>Knowledge (geography) +3 (2 ranks, +1 int)</p><p>Knowledge (nature) +5 (4 ranks, +1 int)</p><p>Listen +6 (4 ranks, +2 wis)</p><p>Move Silently +7 (2 ranks, +3 dex, +2 stealthy)</p><p>Profession (herbalist) +6 (4 ranks, +2 wis)</p><p>Profession (apothecary) +4 (2 ranks, +2 wis)</p><p>Search +5 (4 ranks, +1 int)</p><p>Spot +6 (4 ranks, +2 wis)</p><p>Survival +6 (4 ranks, +2 wis)</p><p>Swim +5 (4 ranks, +1 str)</p><p></p><p>Feats</p><p>Point Blank Shot (human bonus)</p><p>Dodge (1st level)</p><p>Stealthy (grounded bonus)</p><p></p><p>Class Abilities</p><p>Skirmish (+1d6)</p><p>Trapfinding</p><p></p><p></p><p>Equipment:</p><p>Leather Armor (+1 AC, DR 1/)</p><p>Shortbow </p><p>40 arrows</p><p>Dagger</p><p>[/code]</p><p></p><p>[sblock=background]</p><p>Apprenticed to a local herbalist who specialized in healing herbs, Ariston learned much about the woods outside of Cuirlen. As soon as he was old enough, he was taught what to search for and sent into the shallowest areas of the forest to find and collect important herbs. He never learned much about administering the herbs he found, but he did learn the rudiments of how to extract their essences.</p><p>It was on these frequent forays that Ariston came to appreciate the wilderness more than the small, almost claustrophobic village. He greatly enjoyed testing his speed and agility (among the best in the village) by creating obstacle courses along his path from the village and back in, clambering over fallen logs and up large rocks. He also made a game out of sneaking out of town, and seeing how far he could get back into town without being seen on his return. He cause no end of consternation among the older, more serious members of the town in the process.</p><p>Over time, he became convinced that there was more to the world than his little corner of it, and developed an obsession with exploring the outlying areas. He took to climbing tall trees just to stare out at the distant mountains to the northwest. He knew there were dangers beyond the borders of the town's surroundings, but he kept venturing a little further afield with each visit. So far, his master hasn't minded the extra time that Ariston is gone, as he often brings back larger, stronger specimens of the herbs he was sent to collect, or even things that are very rare close to town. [/sblock]</p></blockquote><p></p>
[QUOTE="Redclaw, post: 3856148, member: 53791"] [code] Ariston Chaotic Good Scout 1 Vitality 9 Wound 12 AC 14 FF 11 T 13 DR 1/ Initiative +3 Str 12 +1 (4 points) Dex 16 +3 (10 points) Con 12 +1 (4 points) Int 12 +1 (4 points) Wis 14 +2 (6 points) Cha 10 +0 (2 points) Fort +1 (+0 base, +1 con) Ref +5 (=2 base, +3 dex) Will +2 (+0 base, +2 wis) Ranged: Shortbow +3 (1d6, 19-20) Melee: Dagger +1 (1d4+1, 19-20) Skills Climb +5 (4 ranks, +1 str) Escape Artist +5 (2 ranks, +3 dex) Hide +9 (4 ranks, +3 dex, +2 stealthy) Jump +5 (4 ranks, +1 str) Knowledge (geography) +3 (2 ranks, +1 int) Knowledge (nature) +5 (4 ranks, +1 int) Listen +6 (4 ranks, +2 wis) Move Silently +7 (2 ranks, +3 dex, +2 stealthy) Profession (herbalist) +6 (4 ranks, +2 wis) Profession (apothecary) +4 (2 ranks, +2 wis) Search +5 (4 ranks, +1 int) Spot +6 (4 ranks, +2 wis) Survival +6 (4 ranks, +2 wis) Swim +5 (4 ranks, +1 str) Feats Point Blank Shot (human bonus) Dodge (1st level) Stealthy (grounded bonus) Class Abilities Skirmish (+1d6) Trapfinding Equipment: Leather Armor (+1 AC, DR 1/) Shortbow 40 arrows Dagger [/code] [sblock=background] Apprenticed to a local herbalist who specialized in healing herbs, Ariston learned much about the woods outside of Cuirlen. As soon as he was old enough, he was taught what to search for and sent into the shallowest areas of the forest to find and collect important herbs. He never learned much about administering the herbs he found, but he did learn the rudiments of how to extract their essences. It was on these frequent forays that Ariston came to appreciate the wilderness more than the small, almost claustrophobic village. He greatly enjoyed testing his speed and agility (among the best in the village) by creating obstacle courses along his path from the village and back in, clambering over fallen logs and up large rocks. He also made a game out of sneaking out of town, and seeing how far he could get back into town without being seen on his return. He cause no end of consternation among the older, more serious members of the town in the process. Over time, he became convinced that there was more to the world than his little corner of it, and developed an obsession with exploring the outlying areas. He took to climbing tall trees just to stare out at the distant mountains to the northwest. He knew there were dangers beyond the borders of the town's surroundings, but he kept venturing a little further afield with each visit. So far, his master hasn't minded the extra time that Ariston is gone, as he often brings back larger, stronger specimens of the herbs he was sent to collect, or even things that are very rare close to town. [/sblock] [/QUOTE]
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