Post by l33thull on Apr 27, 2014 15:40:58 GMT -6
Character Name: Billy Casual
Alias: Bill
Race: Human.
Age: 23
Sex: Male
Height: 5'8
Weight: 170
Build: Lean
Complexion: A light tan.
Hair Color: Smokey grey
Hair Style: Spiked back
ECL: 4
Experience: 11,000/15000
Classes: Ranger
Class Archetypes: -
Favored Enemy: Humanoid (humans)
Faith: -
Alignment: Neutral Good
Knowledge (Geography): 5 [+2 forest]
Knowledge (Nature): 7
Perception: 7 [+2 forest]
Stealth: 9 [+2 forest]
Survival: 7 [+2 forest]
Sense Motives: 2
Languages: Common.
AC:[10 + Armor + Dex + Natural Armor + Shield + Other]
18 (10+4+3+0+0+1)
Touch:[10 + Dex + Other]
13 (10+3)
Flat Footed:[10 + Armor + Natural Armor + Shield + Other]
14 (10+4+0+0)
Special Modifiers:
Dodge: +1 to AC
Fortitude:[Class + Con + Other]
6 (4+2)[+1]
Reflex:[Class Bonus + Dex + Other]
7 (4+3)
Will:[Class + Wis + Other]
2 (1+1)
Special Modifiers:
+1 Fortitude Check against Extreme Temperature
Damage Reduction: -
Spell Resistance: -
Immunities: -
Vulnerabilities: -
Base Attack Bonus [BAB]: +4
Combat Maneuver Bonus:[BAB + Str + Size + Other]
8 (4+4+0)
Combat Maneuver Defense:[10 + BAB + Str + Dex + Size + Other]
21 (10+4+4+3+0)
Movement:[Racial - Armor + Other]
30 (30-0)
Movement Modifiers:
Full round attack: -
Special Modifiers:
Favored enemy: +2 Attack and Damage against Humanoids (humans)
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
Weapon Focus: +1 bonus on all attack rolls with Greatsword.
Ability Modifiers:
Ability Score Racial Traits: +2 racial bonus Str (16)
Lvl(4): +1 Con
Subtype: -
Size: Medium
Speed: 30
Vision: Normal
Immunities: -
Resistances: -
Stat Benefits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Skill Benefits:
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Reactionary: +2 to initiative.
Other Benefits:
Weapon Proficiency: Light and martial
Armor Proficiency: Light and Medium
Shield Proficiency: All other than Tower Shield
Dodge: You gain a +1 dodge bonus to your AC.
Cleave (Combat): standard action, make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. (Act as if wielding a 2-handed weapon adding to damage 1-1/2 Str)[When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.]
Weapon Focus (Greatsword): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Endurance: +4 checks and saves: (Swim) resist nonlethal damage from exhaustion; (Con) continue running; (Con) avoid nonlethal damage from a forced march; (Con) hold your breath; (Con) avoid nonlethal damage from starvation or thirst; (Fort)avoid nonlethal damage from hot or cold environments; (Fort) resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Traits:
Reactionary: +2 to initiative.
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Current Load: 112 lbs.
*--Light Load: 100 or less
Medium Load: 101-200
*Heavy Load: 201-300
*---Lift Capacity: 300
Encumbered Lift: 600
*Drag Capacity: 1500
Masterwork Backpack
*--Light Load: 116 or less
Medium Load: 117–233
*Heavy Load: 234–350
Alias: Bill
Race: Human.
Age: 23
Sex: Male
Height: 5'8
Weight: 170
Build: Lean
Complexion: A light tan.
Hair Color: Smokey grey
Hair Style: Spiked back
Class Information:
ECL: 4
Experience: 11,000/15000
Classes: Ranger
Class Archetypes: -
Favored Enemy: Humanoid (humans)
Faith: -
Alignment: Neutral Good
Defensive Scores and Skills:
Initiative: 5 (3+2) [+2 forest]Knowledge (Geography): 5 [+2 forest]
Knowledge (Nature): 7
Perception: 7 [+2 forest]
Stealth: 9 [+2 forest]
Survival: 7 [+2 forest]
Sense Motives: 2
Languages: Common.
HP L | 27/27 |
HP nL | 27/27 |
AC:[10 + Armor + Dex + Natural Armor + Shield + Other]
18 (10+4+3+0+0+1)
Touch:[10 + Dex + Other]
13 (10+3)
Flat Footed:[10 + Armor + Natural Armor + Shield + Other]
14 (10+4+0+0)
Special Modifiers:
Dodge: +1 to AC
Fortitude:[Class + Con + Other]
6 (4+2)[+1]
Reflex:[Class Bonus + Dex + Other]
7 (4+3)
Will:[Class + Wis + Other]
2 (1+1)
Special Modifiers:
+1 Fortitude Check against Extreme Temperature
Damage Reduction: -
Spell Resistance: -
Immunities: -
Vulnerabilities: -
Combat Statistics:
Base Attack Bonus [BAB]: +4
Combat Maneuver Bonus:[BAB + Str + Size + Other]
8 (4+4+0)
Combat Maneuver Defense:[10 + BAB + Str + Dex + Size + Other]
21 (10+4+4+3+0)
Movement:[Racial - Armor + Other]
30 (30-0)
Movement Modifiers:
Weapon | Damage Type | Damage Str | Standard Attack | Damage | Power Attack | Damage | ATG | Human | Crit Range | Critical |
Large Stone Greatsword | Slashing | 6 (4+2) | 1d20+3(4+4+1-6) | 4d8+6 | 1d20+2(4+4+1-1-6) | 4d8+8(6+2) | +1 | +2 | 19-20 | x2 |
Longsword +1 | Slashing | 6 (4+2) | 1d20+9 (4+4+1) | 1d6+7 (1+6) | 1d20+8 (4+4+1-1) | 1d6+9 (6+2+1) | +1 | +2 | 19-20 | x2 |
Full round attack: -
Special Modifiers:
Favored enemy: +2 Attack and Damage against Humanoids (humans)
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
Weapon Focus: +1 bonus on all attack rolls with Greatsword.
Ability Scores:
Abilty | Score | Mod | Other |
Str | 18 | +4 | 0 |
Dex | 17 | +3 | 0 |
Con | 14 | +2 | 0 |
Int | 10 | +0 | 0 |
Wis | 12 | +1 | 0 |
Cha | 9 | -1 | 0 |
Ability Modifiers:
Ability Score Racial Traits: +2 racial bonus Str (16)
Lvl(4): +1 Con
Racial Qualities:
Subtype: -
Size: Medium
Speed: 30
Vision: Normal
Immunities: -
Resistances: -
Stat Benefits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Skill Benefits:
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Reactionary: +2 to initiative.
Other Benefits:
Class Qualities:
Weapon Proficiency: Light and martial
Armor Proficiency: Light and Medium
Shield Proficiency: All other than Tower Shield
Class Features | Information |
Favored Enemy(Human Humanoid) | 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 tracks. |
Wild Empathy | Info |
Combat Style Feat | Cleave (Combat) |
Endurance | gains Endurance as a bonus feat |
Favored Terrain(Forests) | gains a +2 bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). |
Hunter's Bond(Animal) | Get a pet that is -3 lvl of ranger lvl |
Feats and Traits:
Feats:Dodge: You gain a +1 dodge bonus to your AC.
Cleave (Combat): standard action, make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. (Act as if wielding a 2-handed weapon adding to damage 1-1/2 Str)[When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.]
Weapon Focus (Greatsword): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Endurance: +4 checks and saves: (Swim) resist nonlethal damage from exhaustion; (Con) continue running; (Con) avoid nonlethal damage from a forced march; (Con) hold your breath; (Con) avoid nonlethal damage from starvation or thirst; (Fort)avoid nonlethal damage from hot or cold environments; (Fort) resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Traits:
Reactionary: +2 to initiative.
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Skills:
28/28Skill Name | Stat | Class | Score | Ranks | Mod | Trained | AC Penalty | Other |
Acrobatics | Dex | 6 | 3 | +3 | -2 | +2 | ||
Apraise | Int | 0 | +0 | |||||
Climb | Str | • | 8 | 3 | +4 | +3 | -2 | |
Craft | Int | • | 0 | +0 | ||||
Diplomacy | Cha | 2 | 3 | -1 | ||||
Disable Device | Dex | 1 | +3 | -2 | ||||
Disguise | Cha | -1 | -1 | |||||
Escape Artist | Dex | 1 | +3 | -2 | ||||
Fly | Dex | 1 | +3 | -2 | ||||
Handle Animal | Cha | • | 3 | 1 | -1 | +3 | ||
Heal | Wis | • | 1 | +1 | ||||
Intimidate | Cha | • | 3 | 1 | -1 | +3 | ||
Knowledge Geography | Int | • | 5 | 2 | +0 | +3 | ||
Knowledge Nature | Int | • | 7 | 4 | +0 | +3 | ||
Linguistics | Int | 0 | +0 | |||||
Perception | Wis | • | 7 | 3 | +1 | +3 | ||
Perform | Cha | -1 | -1 | |||||
Profession | Wis | 1 | +1 | |||||
Ride | Dex | • | 4 | +3 | +3 | -2 | ||
Sense Motive | Wis | 2 | 1 | +1 | ||||
Sleight of Hand | Dex | 3 | +3 | |||||
Spellcraft | Int | • | 0 | +0 | ||||
Stealth | Dex | • | 11 | 3 | +3 | +3 | -2 | +4 |
Survival | Wis | • | 7 | 3 | +1 | +3 | ||
Swim | Str | • | 6 | 1 | +4 | +3 | -2 | |
Use Magic Device | Cha | -1 | -1 |
Carrying Capacity and Movement Modifiers:
Current Load: 112 lbs.
*--Light Load: 100 or less
Medium Load: 101-200
*Heavy Load: 201-300
*---Lift Capacity: 300
Encumbered Lift: 600
*Drag Capacity: 1500
Masterwork Backpack
*--Light Load: 116 or less
Medium Load: 117–233
*Heavy Load: 234–350
Inventory:
PP | GP | SP | BP |
0 | 16 | 9 | 0 |
Tokens |
3 |
Name | Equipped | Important Description | Weight |
Longsword +1 | • | 1d6+1 | 4 |
Chain Shirt | • | 25 | |
Explorer's Outfit | • | - | |
Masterwork Backpack | • | 4 | |
Waterskin (Filled) | 4 | ||
Trail Rations (x2) | 2 | ||
Wander's meal (x4) | 2 | ||
Bedroll | 5 | ||
Masterwork Outfit of Reconnaissance | • | +4 Enchantment Bonus to Stealth Checks. +2 Enchantment Bonus to Acrobatic Checks. +1 Fortitude Check against Extreme Temperature. Consumes Cloak Slot | 8 |
LARGE STONE GREATSWORD | • | Fragile 4d8 | 60 |
Cure Light Wounds (x1) | Heal 1d8 | ||
Total | 114 |
Chest |
Compass |
Backpack |
Bedroll |
2x Blanket |
Light Crossbow |
10x Bolt |
Longsword |
2x Sun Rod |
2x Trail rations |
Spells:
lvl 1 Spells/day: 1Prep | Ranger 1 Spells | Description |
Air Bubble | Creates a small pocket of air around your head or an object. | |
Alarm | Wards an area for 2 hours/level. | |
Animal Messenger | Sends a Tiny animal to a specific place. | |
Ant Haul | Triples carrying capacity of a creature. | |
Anticipate Peril | Target gains a bonus on one initiative check. | |
Call Animal | Makes an animal come to you. | |
Call Weapon | Telekinetically summon a weapon from an ally's possession. | |
Calm Animals | Calms 2d4 + level HD of animals. | |
Charm Animal | Makes one animal your friend. | |
Cloak of Shade | Reduces effects of intense sun exposure and environmental heat. | |
Commune with Birds | You can ask birds a question. | |
Compel Hostility | Compels opponents to attack you instead of your allies. | |
Dancing Lantern | Animates a lantern that follows you. | |
Deadeye’s Lore | Gain a +4 sacred bonus on all Survival checks, and you do not have to move at half your speed while in the wilderness or while tracking. | |
Defoliate | You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread. | |
Delay Poison | Stops poison from harming subject for 1 hour/level. | |
Detect Aberration | Detect presence of aberrations. | |
Detect Animals or Plants | Detects kinds of animals or plants. | |
Detect Poison | Detects poison in one creature or object. | |
Detect Snares and Pits | Reveals natural or primitive traps. | |
Diagnose Disease | Detect and identify diseases. | |
Dream Feast | Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. | |
Endure Elements | Exist comfortably in hot or cold regions. | |
Entangle | Plants entangle everyone in 40-ft. radius. | |
Feather Step | Subject ignores adverse movement effects in difficult terrain. | |
Glide | No fall damage, move 60 ft./round while falling. | |
Hide from animals | animals can't perceive one subject/level. | |
Horn of Pursuit | Create three notes heard miles away. | |
Hunter's Howl | Treat enemies as favored for 1 round/level. | |
Ironbeard | Target gains a beard of cold iron that increases AC and can be used to attack enemies. | |
Jump | Subject gets bonus on Acrobatics checks. | |
Keen Senses | Gain +2 Perception and low-light vision. | |
Keep Watch | The subjects suffer no fatigue and gain all the usual benefits of a full night's rest. Gain hit points as though from resting. | |
Know the Enemy | Gain +10 on a monster Knowledge check. | |
Lead Blades | Melee weapons damage as if one size bigger. | |
Liberating Command | Target makes an Escape Artist check as an immediate action and gains a bonus on it. | |
Linebreaker | Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun. | |
Longstrider | Your base speed increases by 10 ft. | |
Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. | |
Marid's Mastery | If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. | |
Negate Aroma | Subject cannot be tracked by scent. | |
Pass without Trace | One subject/level leaves no tracks. | |
Read Magic | Read scrolls and spellbooks. | |
Read Weather | This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms | |
Residual Tracking | Tell creature's appearance by footprint. | |
Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. | |
Returning Weapon | Grants a weapon the returning special weapon quality. | |
Savage Maw | Gain a bite attack. | |
• | Speak with animals | You can communicate with animals. |
Summon Minor Ally | Summon 1d3 Tiny animals. | |
Summon Nature's Ally I | Summons creature to fight for you. | |
Sun Metal | The target weapon ignites into flame that does not hurt the weapon or the wielder, it deals an additional 1d4 points, does not stack with other fire or frost. | |
Tireless Pursuit | Ignore fatigue while hustling. | |
Unbreakable Heart | Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. | |
Wartrain Mount | Animal gains combat training. | |
Ranged spells (Bow Like) | Abundant Ammunition, Aspect of the Falcon, Bowstaff, Deadeye's Arrow, Gravity Bow, Longshot, |
Biography: