Post by l33thull on Jul 27, 2014 16:29:26 GMT -6
Character Name: Daren Redwood
Alias: Rapid Engagement Device(R.E.D), Red, Butcher
Race: Human
Age: 20
Sex: Male
Height: 5"8'
Weight: 180
Build: Limber
Complexion: White
Hair Color: -
Hair Style: Bald
Face Structure: Severely Burned Scars
ECL: 5
Experience: 18,750/23,000
Classes: Fighter(2), Ranger(3)
Class Archetypes: Urban Ranger(3)
Favored Enemy: Humans
Faith: -
Alignment: Neutral Good
Languages: Common.
AC:[10 + Armor + Dex + Natural Armor + Shield + Other] (x=Favored defense)
17+x (10+4+3+0)
Touch:[10 + Dex + Other]
13 (10+3)
Flat Footed:[10 + Armor + Natural Armor + Shield + Other]
14 (10+4+0+0)
Special Modifiers:
Fortitude:[(R)Class + (F)Class + Con + Other]
7(3+3+1)
Reflex:[(R)Class + (F)Class + Dex + Other]
7(3+1+3)
Will:[(R)Class + (F)Class + Wis + Other]
3(1+1+1) (4 If fear)
Special Modifiers:
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear.
Damage Reduction: -
Spell Resistance: -
Immunities: -
Vulnerabilities: -
Base Attack Bonus [BAB]: +5
Combat Maneuver Bonus:[BAB + Str + Size + Other]
7(5+3+0)
Combat Maneuver Defense:[10 + BAB + Str + Dex + Size + Other] x=Favored Defense
21+x(10+5+3+3+0)
Movement:[Racial - Armor + Other]
20 (30-20)
Movement Modifiers:
Full round attack: -
Special Modifiers:
13-12-12-15-12-14
POISIN -1 CON
Ability Modifiers:
Human: +2 Dex
Lvl 3: +1 Str
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: All other than exotic.
Armor Proficiency: All
Shield Proficiency: All
*LV - Lvl Feat
*H - Human Feat
*F - Fighter Feat
*R - Ranger Combat Feat
Traits:
Reactionary: +2 to initiative.
Axe to grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
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*B-Favored Community adds +2 to listed above, if in Breland.
*H-Favored Enemy adds +2 against Humans.
*L -Trapfinding adds 1/2 of lvl to perception.
*T-Track adds half his level (minimum 1) to Survival skill checks made to follow tracks.
*S-Stealthy gives +2 to Escape Artist and Stealth.
*M1-Stoney Mask triggers if, Lying +10
*M2-Stoney Mask triggers if, Fainting +5
*M3-Stoney Mask triggers if, Telling a secret message
Current Load: 60
*--Light Load: 76 lbs. or less
Medium Load: 77–153 lbs.
*Heavy Load: 154–230 lbs.
*---Lift Capacity: 230
Encumbered Lift: 460
*Drag Capacity: 1150
Masterwork Backpack
*--Light Load: 86 lbs. or less
Medium Load: 87–173 lbs.
*Heavy Load: 174–260 lbs.
Alias: Rapid Engagement Device(R.E.D), Red, Butcher
Race: Human
Age: 20
Sex: Male
Height: 5"8'
Weight: 180
Build: Limber
Complexion: White
Hair Color: -
Hair Style: Bald
Face Structure: Severely Burned Scars
Class Information:
ECL: 5
Experience: 18,750/23,000
Classes: Fighter(2), Ranger(3)
Class Archetypes: Urban Ranger(3)
Favored Enemy: Humans
Faith: -
Alignment: Neutral Good
Defensive Scores and Skills:
Initiative: 5(3+2)7(+2B)Languages: Common.
HP L | 23/31 |
HP nL | 31/31 |
AC:[10 + Armor + Dex + Natural Armor + Shield + Other] (x=Favored defense)
17+x (10+4+3+0)
Touch:[10 + Dex + Other]
13 (10+3)
Flat Footed:[10 + Armor + Natural Armor + Shield + Other]
14 (10+4+0+0)
Special Modifiers:
Fortitude:[(R)Class + (F)Class + Con + Other]
7(3+3+1)
Reflex:[(R)Class + (F)Class + Dex + Other]
7(3+1+3)
Will:[(R)Class + (F)Class + Wis + Other]
3(1+1+1) (4 If fear)
Special Modifiers:
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear.
Damage Reduction: -
Spell Resistance: -
Immunities: -
Vulnerabilities: -
Combat Statistics:
Base Attack Bonus [BAB]: +5
Combat Maneuver Bonus:[BAB + Str + Size + Other]
7(5+3+0)
Combat Maneuver Defense:[10 + BAB + Str + Dex + Size + Other] x=Favored Defense
21+x(10+5+3+3+0)
Movement:[Racial - Armor + Other]
20 (30-20)
Movement Modifiers:
Weapon | Damage Type | Standard Attack | Damage | Crit Range | Critical |
Masterwork Greatsword | Slashing | 1d20+11(+5+3+1+1+1)13H | 2d6+9(+4+3+1+1)11H | 19-20 | x2 |
Full round attack: -
Special Modifiers:
Ability Scores:
Ability | Score | Mod | Other |
Str | 16 | +3 | 0 |
Dex | 16 | +3 | 0 |
Con | 12 | +1 | -1 |
Int | 13 | +1 | 0 |
Wis | 12 | +1 | 0 |
Cha | 12 | +1 | 0 |
POISIN -1 CON
Ability Modifiers:
Human: +2 Dex
Lvl 3: +1 Str
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, Feats And Traits:
Weapon Proficiency: All other than exotic.
Armor Proficiency: All
Shield Proficiency: All
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. |
Favored Community(Breland) | At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. |
Bravery | Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. |
Trapfinding | A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. |
Track | A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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. |
Furious Focus (Combat)F | When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. |
StealthyLv5 | You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. |
Power Attack (Combat)R | 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. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.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. |
Cleave (Combat)F | You can 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. |
Weapon Focus (Combat)(Greatsword)H | You gain a +1 bonus on all attack rolls you make using the selected weapon. |
ToughnessLV1 | You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). |
Favored Defense(Human)LV3 | Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy. |
*H - Human Feat
*F - Fighter Feat
*R - Ranger Combat Feat
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:
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Skill Name | Stat | Class | Score | Mod | Ranks | Trained | AC Penalty | Other |
Acrobatics | Dex | 3 | -0 | |||||
Apraise | Int | 1 | ||||||
Bluff | Cha | 2 | 1 | +1 | -5M3+2H+10M1+5M2 | |||
Climb | Str | • | 7 | 3 | +1 | +3 | -0 | |
Craft | Int | • | 1 | |||||
Diplomacy | Cha | 1 | ||||||
Disable Device | Dex | • | 9 | 3 | +3 | +3 | -0 | |
Disguise | Cha | 1 | ||||||
Escape Artist | Dex | 3 | -0 | +2S | ||||
Fly | Dex | 3 | -0 | |||||
Handle Animal | Cha | • | 1 | |||||
Heal | Wis | • | 1 | |||||
Intimidate | Cha | • | 8 | 1 | +4 | +3 | ||
Knowledge Arcana | int | 2 | 1 | +1 | ||||
Knowledge Dungeoneering | Int | • | 1 | |||||
Knowledge Engineering | Int | • | 1 | |||||
Knowledge Geography | Int | • | 5 | 1 | +1 | +3 | ||
Knowledge Local | Int | • | 9 | 1 | +5 | +3 | +2B | |
Knowledge Nature | Int | • | 5 | 1 | +1 | +3 | ||
Linguistics | Int | 1 | ||||||
Perception | Wis | • | 9 | 1 | +5 | +3 | +2L+2H+2B | |
Perform | Cha | 1 | ||||||
Profession (Butcher) | Wis | • | 5 | 1 | +1 | +3 | ||
Ride | Dex | • | 3 | -0 | ||||
Sense Motive | Wis | 1 | +2H | |||||
Sleight of Hand | Dex | 4 | 3 | +1 | -0 | +4S | ||
Spellcraft | Int | • | 5 | 1 | +1 | +3 | ||
Stealth | Dex | • | 11 | 3 | +5 | +3 | -0 | +2S+2B |
Survival | Wis | • | 5 | 1 | +1 | +3 | +2T+2H+2B | |
Swim | Str | • | 7 | 3 | +1 | +3 | -0 | |
Use Magic Device | Cha | 1 |
*H-Favored Enemy adds +2 against Humans.
*L -Trapfinding adds 1/2 of lvl to perception.
*T-Track adds half his level (minimum 1) to Survival skill checks made to follow tracks.
*S-Stealthy gives +2 to Escape Artist and Stealth.
*M1-Stoney Mask triggers if, Lying +10
*M2-Stoney Mask triggers if, Fainting +5
*M3-Stoney Mask triggers if, Telling a secret message
Carrying Capacity and Movement Modifiers:
Current Load: 60
*--Light Load: 76 lbs. or less
Medium Load: 77–153 lbs.
*Heavy Load: 154–230 lbs.
*---Lift Capacity: 230
Encumbered Lift: 460
*Drag Capacity: 1150
Masterwork Backpack
*--Light Load: 86 lbs. or less
Medium Load: 87–173 lbs.
*Heavy Load: 174–260 lbs.
Inventory:
PP | GP | SP | BP |
82 | 6 |
Tokens |
Name | Equipped | Important Description | Value | Weight |
Masterwork Darkleaf Cloth Hide | • | +4AC +6Dex -0 ACP 10%ArCSF | 1515 | 25 |
Explorer's Outfit | • | Free | - | |
Scarf, Pocketed | • | This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects. | Free | - |
Masterwork Backpack | • | Acts as if carrying capacity gets +1 Str | 50 | 4 |
Masterwork Greatsword | • | +1 on attack rolls | 350 | 8 |
Mask of Stony Demeanor | • | Voice becomes emotionless and monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a –5 penalty on Bluff checks made to pass a hidden message. | 500 | 4 |
Waterskin (Filled) | 1 | 4 | ||
Trail Rations (x2) | 1 | 2 | ||
Wander's meal (x10) | .1 | 5 | ||
Bedroll | .1 | 5 | ||
Potion Cure Light Wounds (x7) | Heal 1d8+1 per. | 500 | - | |
Potion of Mage Armor (x4) | +4 to AC for 1 Hour each. | 200 | - | |
White Mask | Face mask that covers the whole face. | .2 | 1 | |
Total | 3117.4 | 60 |
Spells:
lvl 1 Spells/day: 0Prep | 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:
Daren redwood as a child grew up in a family owned meat shop. At an early age his father was becoming ill so he decided to teach him how to run the family business. A month after Daren got a hold on how to do the hold the job, sadly his father died a week after. Later after his father passed on a gang member of the nere by gangs came by to collect some money that they owe. Daren's family could not pay for the money without possibly losing the business, Daren was stubborn and didn't sell the business. They were still going further and further into debt with the gang. One day the main member of the gang got fed up with Daren not paying up, he then decided to burn his house to the ground. The day came, during the night a fire was set on the side of the house the fire spreading quickly. TBC