Man with a Pickaxe

Armistead Pike's page

34 posts. Organized Play character for Hrothdane.


Full Name

Armistead Ulysses Pike

Race

AC 18 T 11 FF 15| Current HP 13/13 | F +5 R +5 W +1 | Init +3 | Perc +5

Gender

M

Size

M

Age

43

Alignment

CN

Deity

I ain't got time for that kinda horse****

Languages

Taldane

Occupation

Criminal (part-time)

Strength 20
Dexterity 17
Constitution 14
Intelligence 6
Wisdom 12
Charisma 6

About Armistead Pike

Appearance

Crunch:
Armistead Pike
Faction: Liberty's Edge
XP: 2
Prestige: 1
Fame: 3
Human Ranger/1
CN Medium humanoid (human)
Init +2 Senses: Perception +5
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
HP 13 (1d10+3) Current HP: 13
Fort +4, Ref +4, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d8+4/19-20), Spiked Shield Bash +5 (1d4+4/x2), Longsword and Spiked Shield Bash +3/+3 (1d8+4/1d4+2), Sap +5 (1d6+4/x2), or Dagger +5 (1d4+4/19-20)
Ranged Shortbow +3 (1d6/x3), Dagger +3 (1d4+4/19-20) or Acid Flask +3 (1d6/x2)
Special Attacks Favored Enemy (humans +2)
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Statistics
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Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats
Two-Weapon Fighting, Improved Shield Bash
Traits
Fast Talker, Armor Expert
Skills
Acrobatics +2 (-2 in armor),
Appraise -1
Bluff +4
Climb +8 (+4 in armor)
Diplomacy -1
Disguise -1
Escape Artist +2 (-4 in armor)
Heal +1
Intimidate -1
Perception +9
Perform -1
Profession (criminal) +5
Ride +2 (-2 in armor)
Sense Motive +1
Stealth +2 (-2 in armor)
Survival +5 (+6 to track)
Swim +8 (+4 in armor)
Languages Taldane
Combat Gear
Breastplate, Spiked Light Steel Shield, Longsword, Sap, Dagger, Shortbow (19 cold iron arrows, 20 silver), Sunrod (x2), Wand of Cure Light Wounds (50 charges), Potion of Cure Moderate Wounds, Oil of Magic Weapon, Oil of Bless Weapon
Other Gear
Traveler's Outfit, Whetstone, Hemp Rope (50 ft), Backpack, Waterskin, 222 gp
Special Abilities:

Favored Enemy (Ex): 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): 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.

Potions/Oils:

Potion of Cure Moderate Wounds
Oil of Magic Weapon
Oil of Bless Weapon

Wands:

Wand of Cure Light Wounds (50 charges)

Mist-Tainted Stats:
Armistead Pike (Mist-Tainted Stats)
Faction: Liberty's Edge
XP: 2
Prestige: 1
Fame: 3
Human Ranger/1
CN Medium humanoid (human)
Init +3 Senses: Perception +5
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
HP 13 (1d10+3) Current HP: 13
Fort +5, Ref +5, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor), Climb 20 ft.
Melee Longsword +6 (1d8+5/19-20), Spiked Shield Bash +6 (1d4+5/x2), Longsword and Spiked Shield Bash +4/+4 (1d8+5/1d4+2), Sap +6 (1d6+5/x2), Dagger +6 (1d4+5/19-20), or Slam +6 (1d4+7)
Ranged Shortbow +4 (1d6/x3), Dagger +4 (1d4+4/19-20) or Acid Flask +4 (1d6/x2)
Special Attacks Favored Enemy (humans +2)
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Statistics
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Str 20, Dex 17, Con 14, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +6; CMD 19
Feats
Two-Weapon Fighting, Improved Shield Bash
Traits
Fast Talker, Armor Expert
Skills
Acrobatics +8 (+4 in armor),
Appraise -2
Bluff +3
Climb +19 (+15 in armor)
Diplomacy -2
Disguise -2
Escape Artist +3 (-1 in armor)
Heal +1
Intimidate -2
Perception +9
Perform -2
Profession (criminal) +5
Ride +3 (-1 in armor)
Sense Motive +1
Stealth +8 (+4 in armor)
Survival +5 (+6 to track)
Swim +9 (+5 in armor)
Languages Taldane
Combat Gear
Breastplate, Spiked Light Steel Shield, Longsword, Sap, Dagger, Shortbow (19 cold iron arrows, 20 silver), Sunrod (x2), Wand of Cure Light Wounds (50 charges), Potion of Cure Moderate Wounds, Oil of Magic Weapon, Oil of Bless Weapon
Other Gear
Traveler's Outfit, Whetstone, Hemp Rope (50 ft), Backpack, Waterskin, 222 gp
Special Abilities:

Favored Enemy (Ex): 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): 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.