About Durnak Zweiblatt
+4 CMB (+1 BAB, +3 Str)
+4 Greataxe [(+1 BAB, +3 Str) Damage: 1d12+4 (+4 Str x1.5)]
+3/+4 Shortbow [+1 BAB, +2 Dex) Damage: (1d6) (+1 att/dam if < 30') (Range 60')]
Max hp: 22 (+10, +7; +4 Con; +1 FC)
+4 Fort (+2 base, +2 Con) (+2 Ranger, +0 Rogue)
+6 Acrobatics (Dex +2, Ranks 1, Class Skill +3)
+0 Appraise (Int +0, Ranks 0, Class Skill +3)
-1 Bluff (Cha -1, Ranks 0, Class Skill +3)
+7 Climb (Str +3, Ranks 1, Class Skill +3)
+* Craft (Int +0, Ranks 0, Class Skill +3)
-1 Diplomacy (Cha -1, Ranks 0, Class Skill +3)
+6/+7 Disable Device (Dex +2, Ranks 1, Class Skill +3)(+1 Trapfinding)
-1 Disguise (Cha -1, Ranks 0, Class Skill +3)
+6 Escape Artist (Dex +2, Ranks 1, Class Skill +3)
+* Fly (Dex +2, Ranks 0)
+3 Handle Animal (Cha -1, Ranks 1, Class Skill +3)
+6 Heal (Wis +2, Ranks 1, Class Skill +3)
-1 Intimidate (Cha -1, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0)
+* Knowledge, Geography (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +0, Ranks 0)
+4 Knowledge, Local (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+* Knowledge, Religion (Int +0, Ranks 0)
+4 Linguistics (Int +0, Ranks 1, Class Skill +3)
+7/+8 Perception (Wis +2, Ranks 2, Class Skill +3) (+1 Trapfinding)
-1 Perform, Untrained (Cha -1, Ranks 0, Class Skill +3)
+* Profession, Untrained (Wis +2, Ranks 0, Class Skill +3)
+2 Ride (Dex +2, Ranks 0, Class Skill +3)
+6 Sense Motive (Wis +2, Ranks 1, Class Skill +3)
+* Sleight of Hand (Dex +2, Ranks 0, Class Skill +3)
+* Spellcraft (Int +0, Ranks 0, Class Skill +3)
+7 Stealth (Dex +2, Ranks 2, Class Skill +3)
+6 Survival (Wis +2, Ranks 1, Class Skill +3)
+7 Swim (Str +3, Ranks 1, Class Skill +3)
+* Use Magic Device (Cha -1, Ranks 0, Class Skill +3)
• Reactionary - +2 Init
Point Blank Shot(1st Level) - +2 (Dex) AoO per round
Simple Weapon Proficiency
Light Armor Proficiency
Favored Class: Rogue
Weapon and Armor Proficiency:
Favored Enemy (Ex)
Ranger gains a 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.
Wild Empathy (Ex)
Combat Style Feat (Ex)
At 2nd level, a ranger must select a Combat Style Feat. Additional bonus feats gained at higher levels. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.
Two-Weapon Combat The Ranger can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter's Bond (Ex)
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. (See Animal Choices)
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
• 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.
• Sneak Attack - +1d6
• ** 2nd Level** Evasion - no damage on Reflex saves where 1/2 damage usually
• Rogue Talents -
Arms, Armor, and Clothing
(20) Greataxe, 12 lbs.
67 lbs -- 156 cost
(2) Backpack, 2 lbs
Chalk, 3 pieces
Current Weight: 89 lbs
Light Load: x < 86 lbs.
Before you stands an above average height male human. Beneath a mass of brown hair, you think you can see a smile, but it is hard to tell. If you had to guess, it is doubtful that he has bathed or showered in months. From the twigs in his beard and the variety of stains on his clothing and hands, it is apparent that he has spent much time living on the land. You see a hare hanging from a tie on one hip, and a slightly rusty cutlass hanging from the other. Over his back is a large axe which appears to be in much better shape than the man or the rest of his possessions.
Born to laborers in the port city of Sal Port, life was never easy for Durnak. His father worked on the wharfs loading and unloading ships. Something that was much more common twenty or more years ago. His mother worked whatever odds jobs she could find, cleaning and working for nobles, and when necessary to put food on the table for her son, doing anything else necessary to make ends meet. From a young age, Durnak spent most of his time on the streets. More than a few of his friends ended up with a dagger in their back or floating in the harbor. This might well have been the end result for Durnak as well except for a series of tragic yet opportune events.
When Durnak was nine, his mother was kidnapped and taken away. Durnak never saw her again although he believes that she was taken and sold into slavery in one of the noble houses of Sal Kavun. Following his mother's disappearance, his father became more and more melancholy, eventually turning almost exclusively to alcohol to bury his misery. With neither a mother or stable father to look after him, Durnak spent more and more time on the streets where he took up petty theft to feed himself.
Living from meal to meal while always having to find a new place to sleep is no way to live as a child. At the age of twelve, Durnak was attacked by two drunk sailors on shore while their ship was in port. Even at this age, Durnak was nearly as strong as most men. Durnak swung and hit one man, knocking him out with a single blow. As the man fell, Durnak grabbed his cutlass and stabbed the other sailor, killing him instantly. In the sudden calm after the attack, Durnak simply stood there dumbfounded by what had occurred. A few moments later, Durnak heard the local guard and not knowing what else to do, he grabbed the money pouch from one of the sailors and fled. In the process of fleeing, he managed to hide the cutlass, but was nonetheless caught. Surprisingly, the guard did not arrest him for murder, but rather for theft as the pouch had apparently been stolen by the sailors before they attacked him.
As a result, Durnak spent four years working hard labor in prison as his teen years passed. Finally, shortly after his seventeenth birthday, Durnak was being transported to move stones on a wharf that had fallen into disrepair. That the only labor available was prisoners shows the government's lack of care for their nation. After a day of hard work, the wagon carrying the prisoners was attacked by thugs seeking to free one of their fellows. In the mayhem that followed, Durnak suddenly found himself free. Not knowing what else to do, he fled back to his old haunts and hid. Much to his surprise, he found the cutlass still hidden where he had placed it nearly five years earlier.
With a blade at his side and the overconfidence of youth still in him, Durnak decided that he was going to leave the city. That he would flee to the woods and live there away from the crime and corruption that he had grown up in and that had destroyed his family. If Durnak thought that life in the city was dangerous, life outside the city was just as dangerous, if not more dangerous. For nearly two weeks after leaving Sal Port, Durnak had nothing but berries and grubs scrounged from the land. Then one morning he awoke to hear strange garbled voices. Looking out from the bushes in which he was hidden, he saw strange creatures. They were two legged like humans, but much smaller with large ears, huge mouths full of teeth, and vicious red eyes. Durnak stayed motionless and silent, unfortunately he must have made some noise for one of the goblins suddenly turned and looked in his direction.
Fearing that he had been found, Durnak jumped up and ran, and ran, and ran for what seemed an eternity. Yet the goblins continued to follow him. Suddenly as he ran beneath a tree, a brown shadow dropped down behind him and the next thing he knew there were shouts and squeals of pain. When he turned around he saw a large brown cloaked man with a huge axe felling one goblin after another. Within moments the encounter was over with the man standing above the bodies of five goblins.
Durnak hesitantly returned to introduce himself and the man offered his hand in greeting. The man told Durnak that his name was Peilani and that he was a ranger who wandered and patrolled the woods protecting the forest from evil such as the goblins. Seeing that Durnak was nearly starving, Peilani offered to take Durnak back to his camp for a meal. Durnak returned and soon a strong friendship had developed. Peilani taught Durnak to use weapons, taught him all the traits of the goblins so that Durnak was able to sneak up and dispatch the goblins quite easily. Recalling the horror of killing the sailors all those many years earlier, Peilani also taught Durnak how to strike with the flat of his blade so that the foe would be rendered unconscious and not dead.
Over the years since he first met Peilani, Durnak has grown into his large frame and now is an interposing figure to meet. Frequently bedecked in the furs of animals he has slain, Durnak is rarely if ever seen in the city, returning only to resupply when he is unable to purchase something from a traveling merchant.