About Dimral WindstriderName: Dimral Windstrider
Offense:
Base Attack Bonus: +1 Weapon: +6
Melee:
Range:
Defense:
Armor Class:17 (18 with Klar used as shield) Full: 18 Touch: 12 Flat-Footed: 15 (16 with Klar used as shield) Bonuses:
Saves: Fortitude: +4
Reflex: +4
Will: +1
CMB: +6
Stats:
STR: 16 + 2 = 18 DEX: 14 + 0 = 14 CON: 14 + 0 = 14 INT: 12 + 0 = 12 WIS: 12 + 0 = 12 CHA: 07 + 0 = 07 Skills:
ACP: -4(5) | STR: +4 | DEX: +2 | INT: +1 | WIS: +2 | CHA: -2
DEX:+2 Acrobatics: (0) +2 (-4)
Traits:
Character: Dimral Windstriker Racial: Human
Class:Ranger (Trapper)
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. Class:Ranger (Trapper)
Class:Ranger (Trapper)
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. Class:Ranger (Trapper)
(Campaign Trait)Serpent Runner:You have partecipated in the mock gladiatorial battles and athletic feats at the Serpent's run, Magnimar grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities you have pledged your arms and skill to the local Pathfinder's Lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's run.
(Base Trait)Bred for War: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Feats:
(1st feat)Weapon Focus (Earth breaker): You gain a +1 bonus on all attack rolls you make using the selected weapon. (Human bonus feat)Weapon Focus (Klar):You gain a +1 bonus on all attack rolls you make using the selected weapon.
Equipment:
Money: GP: 21 SP: 0 CP: 0 Encumbrance: 00 lbs (Light) Weapons: Melee:Earth Breaker, Klar Range:- Armor:Scale mail, Klar Magic:- Gear:- Encumbrance:
Light: 133lbs Medium: 266 lbs Heavy: 400 lbs Over head: 400 lbs
Background::
Dimral was born in a night with a total eclipse of the moon, a sign the elders of the Skoan-Quah shoanti clan considered auspicious. Since an early age he took after the way of the hunter and soon he was joining his older clansmen in the defence of the sacred sites from those who would defile them. By his 14th winter he certainly made a scary warrior as his size was prodigious and he easily towered over even the tallest of his clanmates. Life was good and Dimral planned on making a family of his own, when, the night of his 20th birthday the shaman of his clan called for him. Dimral was told a great destiny awaited him, to avert the return of an ancient evil, an enemy of the whole Shoanti nation who was slumbering under the earth. His fate could not be accomplished with the tribe, though, because the enemy was cunning and had hidden itself far away from those who knew about it and could destroy it before it awakened. The shaman's visons indicated that Dimral had to travel to the city now called Magnimar for his search had to start there. The young hunter wasn't happy about his duty, but he could not defy the shaman and destiny. So he did what he was ordered to do, reached it and found himself an occupation first as a guard and then as a gladiator on the Serpent's run. Years passed and of his mysterious enemy there was no sign. Discouraged the Shoanti ranger was almost ready to give up when he learnt about the Pathfinder Lodge in Magnimar and, as a last effort, found a way to affiliate himself with it, hoping the Society might lead him to his destiny. Personality and Appearance:
Dimral is a a man of really gigantic propotions: he stands seven feet tall, towering on most others. His body is ripe with muscles as thick as the ropes used to anchor boats. He's completely shaven and his skin bears several crude tatooes depicting scenes of hunting. His hands are also impressive, being easily able to accomodate the skull of a grown man. Dimral's eyes are chillingly cold, studying everything and everyone as a consumed predator would.
As far as his personality goes Dimral is brooding and taciturn, yet he sometimes surprises other people with profound comments they would never expect by someone built like him. He doesn't really like "civilized people", who he considers callous and selfish, yet if someone could prove his worth to him enough to make him call him "friend" he would spare no efforts to help that same person, "civilized" or not. |