Maroux

Svanna's page

46 posts. Alias of Signore di Fortuna.


Race

Half-Orc

Classes/Levels

Ranger 10; HP: 92/92; AC: 22, T: 14; FF: 20; Fort: +10, Ref: +10, Will: +7; Init: +2; Perception: +16 (+17 to avoid being surprised)

About Svanna

Svanna
Half-orc ranger 10
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +16 (+17 to avoid being surprised)
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Defense
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AC 22, touch 14, flat-footed 20 (+6 armor, +2 deflection, +2 Dex, +2 natural)
hp 92 (10d10+30)
Fort +10, Ref +10, Will +7; +2 vs. attacks by a specific opponent you have designated, +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Defensive Abilities evasion, orc ferocity; DR 2/—
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 cold iron greatsword +17/+12 (2d6+8/19-20)
Special Attacks combat style (two-handed weapon[APG]), favored enemies (evil outsiders +6, goblinoids +2, undead +2)
Ranger Spells Prepared (CL 7th; concentration +10)
. . 3rd—cure moderate wounds
. . 2nd—cure light wounds, ironskin
. . 1st—bleeding strike, lead blades[APG], linebreaker[ARG]
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +10; CMB +14; CMD 28
Feats Cleave, Cleaving Finish[UC], Critical Focus, Devastating Strike[UC], Endurance, Furious Focus[APG], Power Attack, Vital Strike, Weapon Focus (greatsword)
Traits desert child (desert), scrapper
Skills Acrobatics -1 (-5 to jump), Climb +9, Handle Animal +7, Heal +12, Intimidate +10 (+11 to demoralize opponents), Knowledge (dungeoneering) +8, Knowledge (geography) +10, Knowledge (nature) +10, Perception +16 (+17 to avoid being surprised), Ride +4, Stealth +7, Survival +16, Swim +9; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ favored terrains (desert +4, urban +2), hunter's bond (companions), orc blood, swift tracker, track +5, wild empathy +9, woodland stride
Combat Gear potion of cure serious wounds (4), ring of foe focus[UE]; Other Gear adamantine breastplate, +2 cold iron greatsword, amulet of natural armor +2, bag of holding ii, belt of giant strength +2, cloak of resistance +1, ring of protection +2, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 2,391 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Critical Focus +4 to confirm critical hits.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Evil Outsiders +6) (Ex) +6 to rolls vs. evil outsiders foes.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Favored Terrain (Desert +4) (Ex) +4 to rolls when in desert terrain.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to Survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.