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About Snafu FubarCrunch
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Raw scores 11 +0 assigned to Cha 16 +3 assigned to strength added +4 16 +3 assigned to dex no modifiers 14 +2 assiogned to wis minus -2 16 +3 assigned to int minus -2 13 +1 assigned to con added +2 Racial abilities
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Half-Giant Traits •+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom: Half-giants are immensely strong and hardy, but somewhat slow-witted and brash. •Large: Half-giants are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a -4 size bonus on Stealth checks. •Long Arms: Half-giants have a natural reach of 10 feet. •Long Legs: Half-giants have a base speed of 40 feet. •Giant Blood: Half-giants count as both humans and giants for any effect related to race. Ranger (favored class)
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Favored Enemy (Ex) Humanoid (human) 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. Track (Ex)
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. Initiative [dice] 1d20+3[/dice] speed 40 Combat
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Hit points Armor Class saves
Earth Breaker
feats Skills
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Acrobatics 8(+3 dex, +2 ranks, +3 class) Appraise Bluff Climb 8 (+3 str, +2 ranks, +3 class) Craft Diplomacy Disable device 8 (+3 dex, +2 ranks, +3 class) Disguise Fly Handle animal 6 (+2 cha, +1 rank, +3 class) Heal 6 (+1 wis, +2ranks, +3 class) Intimidate 9 (+2 cha, +2 ranks, +3 class, +2 race) Knowledge (arcane) knowledge (dungeoneering)2 knowledge (engineering) knowledge (geography) knowledge (history) knowledge (local) knowledge (nature) 4 knowledge (nobility) 2 knowledge (planes) knowledge (religion) Linguistics Perception 10 (+1 wis, +5 ranks, +3 class) Perform Perform Profession Ride Sense Motive 7 (+1 wis, +3 rank, +3 class) Sleight of hand 8 (+3 dex, +2 ranks, +3 class) Spellcraft 6 (+0int, +3 rank, +3 class) Stealth 9 (+2 dex, +4 ranks, +3 class) Survival 8 (+1 wis, +2 ranks, +3 class) Swim 7 (+3 str, +1 rank, +3 class) Use magic device Equipment
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adventurers sash Flint & steel Scroll case Winter blanket Waterskin (empty) Rations (2 days) Whetstone Whistle 50 CP 30 SP GP traits
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Hill Fighter You are used to fighting in hilly environments. Benefit: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply. Background
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Focus upon the survival of the tribe, focus on what-ever challenged that survival in a given day, The tribe living in the wilderness requires a guide, his father is now the guide and the PC is questing to learn of challenges he may face in the future, so that one day he can return and guide the tribe..... |
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