Cleric of Milani

Akirra's page

204 posts. Alias of Lord oKOyA.


About Akirra

Akirra
Male Human (Mwangi) Ranger (Skirmisher) 4
LN Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 36 (4d10+8)
Fort +5, Ref +7, Will +3
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Offense
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Speed 30 ft.
Melee dagger +8 (1d4+4/19-20) and
. . masterwork greatsword +9 (2d6+6/19-20)
Ranged +1 paueliel composite longbow +8 (1d8+5/×3) and
. . masterwork throwing axe +8 (1d6+4) and
. . masterwork throwing axe +8 (1d6+4)
Special Attacks favored enemy (magical beasts +2)
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Statistics
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Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 21
Feats Cleave, Endurance, Power Attack, Quick Draw, Rapid Shot
Traits ambush training, influence
Skills Acrobatics +7, Climb +8, Craft (bows) +8, Handle Animal +3, Heal +6, Perception +9, Ride +7, Sense Motive +10, Stealth +10, Survival +9 (+11 to track), Swim +8
Languages Azlanti, Polyglot
SQ combat styles (archery), favored terrain (jungle +2), hunter's bonds (hunter's bond [companions]), track, wild empathy +3
Combat Gear daredevil boots, scabbard of vigor, acid, alchemist's fire (2), antiplague, antitoxin, durable arrow (60), deodorizing agent, vermin repellent; Other Gear +1 mithral shirt, +1 paueliel composite longbow, dagger, masterwork greatsword, masterwork throwing axe, masterwork throwing axe, ioun torch, ring of sustenance, adventurer's sash, masterwork artisan's tools, backpack, belt pouch, chalk, earplugs, flint and steel, grappling arrow (3), silk rope (3), whetstone
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Special Abilities
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Ambush Training +1 to weapon damage in surprise rounds.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Jungle +2) (Ex) +2 to rolls vs Favored Terrain (Jungle).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scabbard of vigor (1/day) Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.