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Carousing Champion

Sandy Underhill's page

No posts. Pathfinder Society character for Rusty Ironpants (RPG Superstar 2015 Top 16).

About Sandy Underhill

Sandy Underhill
Male Halfling Ranger (Nirmathi Irregular, Warden) 3
CG Small humanoid (halfling)
Init +5; Senses Perception +9
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 30 (3d10+8)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +3; +2 vs. fear
Speed 20 ft.
Melee dagger +4 (1d3/19-20) and
. . light mace +4 (1d4) and
. . masterwork rapier +5 (1d4/18-20)
Ranged +1 longbow +9 (1d6+1/×3)
Str 11, Dex 18, Con 14, Int 10, Wis 13, Cha 11
Base Atk +3; CMB +2; CMD 16
Feats Endurance, Point-Blank Shot, Precise Shot
Traits insider knowledge, tracker of the society
Skills Climb +1, Diplomacy +1, Escape Artist +3, Heal +5, Knowledge (local) +6, Knowledge (nature) +5, Perception +9 (+13 while in forest terrain, +11 while in underground terrain), Spellcraft +4, Stealth +11 (+15 while in forest terrain, +13 while in underground terrain), Survival +7 (+9 while in your favored terrains, +11 while in forest terrain, +9 while in underground terrain, +8 to track, +9 to avoid becoming lost), Swim +1 (+5 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception, forest ghost
Languages Common, Halfling
SQ favored terrains (forest +4, underground +2), fearless, live in comfort, master of terrain, track
Combat Gear oil of magic weapon, potion of darkvision, potion of neutralize poison, wand of cure light wounds (48 charges); Other Gear +1 chain shirt, +1 longbow, arrows (20), dagger, light mace, masterwork rapier, wayfinder, backpack, bandolier, bandolier, bedroll, belt pouch, blanket, winter, flint and steel, grappling hook, mug/tankard, rope, signal whistle, trail rations (7), waffle iron, waterproof bag, waterproof bag, waterskin (2), whetstone, 1999 GP
Arrows - 0/20
Dagger - 0/1
Light (At will) - 0/0
Oil of magic weapon - 0/1
Potion of darkvision - 0/1
Potion of neutralize poison - 0/1
Trail rations - 0/7
Wand of cure light wounds (48 charges) - 0/48
Special Abilities
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Fearless +2 racial bonus vs Fear saves.
Forest Ghost +1 (Ex) Gain +1 bonus on all Perception and Survival skill checks made while in forest terrain.
Live in Comfort (Ex) At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival che
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Tracker of the Society +2 bonus on Survival while traveling through any of your favored terrains.

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