Full Name |
Addam River |
Race |
Human |
Classes/Levels |
Ranger / Lvl 2 |
Gender |
Male |
Size |
6'0" |
Age |
26 |
Alignment |
Neutral Good |
Deity |
Erastil |
Languages |
English |
About Addam River
About Addam River
==STATISTICS==
HP: (24)
Init: +7 = +4 [Dex] +2 [see Trait] +1 [see traits]
Speed: [30 (6 sq.)]
Str 13(+1), Dex 19(+4), Con 11, Int 11, Wis 12(+1), Cha 10
Experience: 0
Favored Class Bonuses:
==DEFENSE==
AC [16] = 10 + 2 [leather] + 4 [Dex]
Touch AC [12] Flat-Footed [12]
Combat Maneuver Defense (CMD) +18 = +2[BaB] + 2 [str] +4 [Dex]+0 [size] +10
Fort +3 = +3 [base], +0 [Con]
Ref +7 = +3 [base], +4 [Dex]
Will +3 = +1 [base], +1 [Wis] +1 [see traits]
==OFFENSE==
Base Attack Bonus (BAB): +3
Combat Maneuver Bonus (CMB): +5 = +3[BaB] + 2 [Str] + 0 [Size]
Basic Melee Attack: +5 = +3 [BaB], +2 [Str]
Basic Ranged Attack: +7 = +3 [BaB], +4 [Dex]
==Combat Tactics==
- Unless specified, Addam will always attempt to get with in 30' of the targets
- Unless specified, Addam will always attack the closest target
- Unless specified, Addam will always attack using his bow
==Attacks==
Longbow: 1d20+8 (>30') 1d20+9 (<30') Rapid Shot -2 x2
Regular Arrow Dmg: 1d8
Armour Piercing Arrow Dmg: 1d8+1 (to armoured or natural armour)
Longsword: 1d20+5
Dmg: 1d8
Throwing Daggers: 1d20+7 (-2 >10', cumulative every 10')
Dmg: 1d4
Punching Dagger: 1d20+5
Dmg: 1d4+1
Melee: 1d20+3
Dmg: 1d4
==SKILLS==
Total = Ability Mod. + Ranks + Misc.
Acrobatics +8 = Dex 4+1+3
Climb +5 = STR +1+1+3
Heal +6 = Wis 1+2+3
Intimidate +4 = Cha 0+3+3
Knowledge: Nature +4 = INT 0+3+3
Perception +6 = Wis 1+3+3
Ride +3 = Dex 4+1+3
Stealth +9 = Dex 4+3+3
Survival +6 = Wis 1+3+3
Swim +5 = STR +1+1+3
Languages:
Common
==Traits==
Reactionary: You gain +2 trait bonus on Initiative checks
Stowaway: You gain a +1 bonus to Stealth Checks and +1 to Survival checks to find food
Mercenary Training: Training with Sasha, +1 bonus to all iniiative checks
Poetry Reading: +1 bonus to will saves Vs compulsion effects due to Aerys reading her epic poem
==FEATS==
Point-Blank Shot: +1 attack and damage on targets within 30 feet
Weapon Focus: (Longbow) +1 bonus on all attack rolls you make using selected weapon
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.
Toughness: +3 HP, +1 to Hit Die beyond 3
==CLASS ABILITIES==
Weapon & Armour Proficiency: A Ranger is proficient with all simple and martial weapons and with light armour, medium armour and shields (except tower shields)
1st Favoured Enemy: (Humanoid: Human) +2 bonus on bluff, knowledge, Perception, Sense Motive and Survival checks. +2 Bonus on weapon attack and damage rolls. Ranger may make knowledge skill checks untrained when attempting to identify these creatures.
1st Favoured Terrain: (Jungle) +2 bonus Initiave, Knowledge(Geography), Perception, Stealth and Survival skill checks when in this terrain. A ranger leaves no trail and cannot be tracked through his favoured terrain (unless intentional).
Endurance: A ranger gains endurance +4 on checks to avoid nonlethal damage
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy: 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. The ranger rolls 1D20 and adds his ranger level and his charisma 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 must be within 30 feet. Influencing an animal this way generally takes 1 minute. The ranger may also use this ability to influence a magical beast with an intelligence of 1 or 2 but he takes a -4 penalty on the check
==RACE ABILITIES==
Bonus Languages: Any (except secret languages)
Bonus Feat: One exra feat at 1st level
Skilled: +1 skill rank per level
Weapon Proficiency: Any one weapon of your choice is treated as a martial weapon
==EQUIPMENT==
(x)=quantity
Combat Gear:
(1) Longbow 3 lbs
(1) Longsword
(6) Throwing Daggers with belt
(1) Punching Dagger 1lbs
(2x) Quiver of Arrows (Quiver #1= 0, Quiver #2= 7) 6 lbs
(1x) Quiver of Armour Piercing Arrows (12)
(1) Leather Vest 15 lbs
Total: 25 lbs
Other Gear:
(1) Backpack 2 lbs
(1) Set of Explorer’s Cloths 8 lbs
Includes: Sturdy boots, leather breeches, belt, shirt & jacket, gloves and cloak
Total: 10 lbs
Backpack:
(1) Bed roll 5 lbs
(1) Potion of Invisibility
(1) Flint & Steel 0 lbs
(1) Manicles 2 lbs
(1)Trail rations 5 lbs
(1) Water skin 4 lbs
(1) Avg Lock 1 lbs
(1) Change of cloths 2 lbs
Includes: Shirt, breeches, cloak
Total: 19 lbs
Belt Pouch:
(5) Gold pieces 0.1 lbs
(15) Silver pieces 0.3 lbs
(30) Copper pieces 0.6
Total: 1 lbs
==ENCUMBERANCE==
Total Weight Carried = 55 lbs
Light Load: <58 lbs
Medium Load: <116 lbs
Heavy Load: <175 lbs
Lift Over Head: <175 lbs
Lift Off Ground: <350 lbs
Push or Drag: <875 lbs
==DESCRIPTION==
==BACKGROUND==