Abra Lopati

Albus Wodeward's page

533 posts. Alias of Veshly.


Full Name

Albus Wodeward

Race

Init: +2 | Per: +16/+18 Forest | HP 52/52| AC:19 T:14 FF 15

Classes/Levels

| CMB +9/+4 +2w/Deft M CMD 20+2 | Status:Normal|F:+8 R:+8 W:+7

Gender

Male Human Ranger/6 | SPD 30ft |

Size

Medium

Age

17

Alignment

LG

Deity

Iomedae and Erastil

Location

Falcon's Hollow

Languages

Common, Draconic

Occupation

Scout, Woodsman

About Albus Wodeward

------------------------ Description -----------------------
Height: 5' 10" Weight: 160 lbs. Gender: Male
Eyes: Amber Hair: Brown,Short Miliary Skin: Bronze tan
Dominant Hand: Right
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Albus Wodeward
Male Human (Taldan) ranger 6
LG Medium humanoid (human)
Player: Veshly
Hit Points: 52
Experience: 23000/ 35000
Alignment: Lawful Good
Speed: Walk 30 ft.
Languages: Common, Draconic

Init +2,+4 forest Senses Perception +16/18forest

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DEFENSE:

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AC 19, touch 14, flat-footed 15 (+4 armor, +2 Dex, +1 dodge,+1 Armor Attunement, +1 Deflection )
hp 52 ((6d10)+10)
+1 all resistance ABP
Fort +8, Ref +8, Will +7

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OFFENSE:

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Weapon Attunment +1 Greataxe

Speed 30 ft.
Ranged longbow(Mighty +3) +8/+3 (1d8+3/x3), within 30 ft. +8 (1d8+4)
Melee dagger +9/+4 (1d4+3/19-20)
Melee sword, short (alchemical silver) +9/+4 (1d6+2/19-20)
Ranged dagger (thrown) +8/+3 (1d4+3/19-20), within 30 ft. +8 (1d4+4)
Melee greataxe +10/+4 (1d12+4/x3)

Special Attacks Humanoid (Human) +4, Humanoid (Reptilian) +2

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TACTICS:

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Scout and try to spot danger early.
Advance as skirmisher, firing arrows.
Closing toward melee range, Drop bow, ready Greataxe.
Fight in Melee.
This will not always work.
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STATISTICS:

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+1 CON 4th level.
Str 16, Dex 14, Con 14, Int 12, Wis 18, Cha 10,

Base Atk +5; CMB +8; CMD 19 (+2) Many Maneuvers

Feats Alertness, Dodge, Endurance, Power Attack, Rapid Shot,
Deft Maneuvers,Manyshot

Skills Climb +7, Handle Animal +9, Heal +13, Intimidate +4, Knowledge (Geography) +10, Knowledge (Local) +11, Knowledge (Nature) +10, Knowledge (Religion) +2, Lore (Erastil) +3, Lore (Darkmoon Vale)+2, Lore (Iomedae) +2, Lore (Kobolds)+2, Perception +16, Profession (Herbalist) +12, Profession (Soldier) +9, Stealth +10, Survival +13, Survival (Follow or identify tracks) +16, Swim +4,
Knowledge (History - Untrained!) +2

Traits Traditionalist (Knowledge (Local)),Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
GM special reward trait: Hero of the Vale (+5 reaction mod to Vale folk, but -2 to Lumber Consortium's leaders and lackeys.)

Automatic Bonus Progression
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2 (+2 to Wis)

Languages Common, Draconic

SQ bonus feat, combat style feat x2, favored terrain (forest) +2, skilled, track +3, wild empathy +6


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SPECIAL ABILITIES:

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Automatic Bonus Progression
3rd level +1 to all saving throws.
4th level +1 Armor Attunement, +1 Weapon Attunment.
5th level +1 Deflection

Background Skill (Lore (Darkmoon Vale), Lore (Erastil), Lore (Iomedae),Lore (Kobolds),Lore(Dwarven History), Profession (Herbalist), Profession (Herbalist),Profession (Herbalist), Profession (Soldier))

Bonus Feat Humans select one extra feat at 1st level.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Favored Enemy #1
Humanoid (Human) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Favored Enemy #2
Humanoid (Reptilian) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track (Ex) You gain +3 to Survival checks made to follow tracks.

Traditionalist (Knowledge (Local)) You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of those skills (your choice) becomes a class skill for you.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+6 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.[/b]

Feats:

Alertness(Paizo Inc. - Core
Rulebook, p.117)

You often notice things others might miss.
You get a +2 bonus to Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Dodge (Paizo Inc. - Core
Rulebook, p.122)

Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
bonus to AC also makes you lose the benefits of this feat.
(Also grants Mobility)

Rapid Shot (Granted) (Paizo Inc. - Core
Rulebook, p.132)

You can make an additional ranged attack.
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.

Power Attack [Paizo Inc. - Core
Rulebook, p.131] [Free by GM grant]
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%)
if you are making an attack with an off-hand weapon or secondary natural weapon.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deft Maneuvers (New) [GM Special Feat]
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Endurance [Paizo Inc. - Core
Rulebook, p.112]
Harsh conditions or long exertions do not easily tire you.
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued..

Point-Blank Shot/Precise Shot [GM combined feats.]
+1 to Attack and Damage to shots within 30'. No penalty for shots into melee.

Manyshot

You can fire multiple arrows at a single target.

Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Hunter's Bond - Animal Companion - Fox - Whisper.

Link (Ex): Handling an animal to make them do something normally requires a move action, so if you like to train attack dogs or something, keep that in mind. Allowing you to handle your animal companion as a free action allows you to order them around while still taking your full turn. The +4 bonus to wild empathy and handle animal with your companion makes it considerably easier to teach additional tricks.

Share Spells (Ex): Personal spells on be cast on the companion. While not particularly useful for a druid or ranger, this allows hilarious things like animal domain clerics casting Divine Might on their companion.

Stats detailed:

Stat Score Mod

STR 16 (+3)
DEX 14 (+2)
CON 14 (+2)
INT 12 (+1)
WIS 18 (+4)
CHA 10 (+0)

Combat detailed:

All ranged attacks get +1 attack and damage bonus within 30'.

Total / Touch / Flat Footed

AC: 19 / 14 / 16

Initiative: +2,+4 forest
BAB: +6/+1
Melee tohit: +9/+4
Ranged tohit: +8/+3

Fortitude: +8
Reflex: +8
Will: +7

Unarmed attack:
to hit: +9/+4
damage: 1d3+3
critical: 20/x2

Mighty Longbow+3:
to hit: +8/+3
damage: 1d8+3
critical: 20/x3
range: 110 ft.
special properties: (Composite Longbow STR +3)

Dagger:
to hit: +9/+4
damage: 1d4+3
critical: 19-20/x2

Dagger (Thrown):
to hit: +8/+3
damage: 1d4
critical: 19-20/x2
range: 10 ft.

Greataxe:
to hit: +9/+4 Attuned +10/+5
damage: 1d12+4
critical: 20/x3

Sword, Short (Alchemical Silver):
to hit: +9/+4
damage: 1d6+2
critical: 19-20/x2
special properties: 10 hp/inch, hardness 8

Equipment detailed Full Load:

Name QTY LBS
Outfit (Explorer's) 1 8lbs
Holy Symbol (Silver Iomedae) 1 1lbs
Holy Symbol (Wood Erastil) 1 0
Masterwork Chain Shirt 1 25lbs
Coin (Gold Piece) 90 2lbs
Arrows (20) 2 6lbs
Masterwork Arrow 5 1lbs
Greataxe 1 12lbs
Composite Mighty Longbow +3 (3 lbs.)
Sword, Short (Alchemical Silver) 1 2lbs Special: 10 hp/inch, hardness 8
Handy Haversack (5 lbs.)
Bedroll 2 10lbs
Grooming Kit 1 2lbs
Mess Kit 1 1lbs
Rope (Hemp/50 ft) 1 10lbs
Rope (Silk/50 ft) 1 5lbs Special: 4 hp, DC 24 Strength check to burst
Sack 5 2lbs
Shovel or Spade 1 8lbs
Torch 10 10lbs
Waterproof Bag 1 0lbs
Whetstone 1 1lbs
Healer's Kit 1 1lbs
Rations (Trail/Per Day) 8 8lbs
Holy Water (Flask) 1 1lbs Special: Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Waterskin full (4 lbs.) 2 8lbs.
Sack (0.5 lbs.)
Waterproof Bag (0.5 lbs.)
Pouch (Belt) (1.86 lbs.)
Dagger 1 1lbs
Flint and Steel 1 0lbs
Coin (Gold Piece) 114 2lbs
Coin (Silver Piece) 5 0lbs
Coin (Copper Piece) 8 0lbs
Potion of Bull's Strength 1 0lbs Special: +4 enhancement bonus to Strength for 3 minutes

Total weight carried: 67.0 lbs.
Current load: Light
Encumbrance
Light: 76
Medium: 153
Heavy: 230


Equipment detailed Combat Load:

Not applicable any more

Name QTY LBS
Name QTY LBS
Outfit (Explorer's) 1 8lbs (clothing)
Masterwork Chain Shirt 1 25lbs
Arrows (20) 1 3lbs
Masterwork Arrow 5 .5lbs

Holy Water (Flask) 1 1lbs Special: Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Pouch (Belt) (1 lbs.)
Coin (Gold Piece) 114 0lbs
Coin (Silver Piece) 5 0lbs
Coin (Copper Piece) 8 0lbs
Flint and Steel 1 0lbs
Potion of Bull's Strength 1 0lbs Special: +4 enhancement bonus to Strength for 3 minutes

Greataxe 1 12lbs

Total weight carried: 52.5 lbs.
Current load: Light
Encumbrance
Light: 76
Medium: 153
Heavy: 230


Magic :

Ranger Spells
2 first level spells.

Description:

Height: 5' 10" Weight: 160 lbs. Gender: Male
Eyes: Amber Hair: Brown,Short Skin: Bronze tan
Dominant Hand: Right
Personality Characteristics: Curious, Does not like to see any creature suffer, Pious.

Tall and slim, moves with easy grace. Large ears and wide set hazel eyes that look amber in the light. Wears a light green overcoat with mail shirt underneath, matching green pants, and brown boots and cloak. Often armed with Greataxe and shortbow. Short brown hair, well-groomed, even in the field.

Background:

Background

A home full of family and love, Albus plays with his little sister as their mother Livinia make supper and father Gaius enters with the holiday gifts. Albus shrieks with glee as he gets a bow, now he'll be a hunter like his dad...

Albus moves through the forest, quick and quiet; stalking the prey. He stops warily and his keen senses spots something more dangerous - a wily old boar. His father comes up and leads him away. "Good lad, don't provoke something too strong for you, leave the old beast alone, he'll breed more strong young."...

Albus kneels at prayer, following Iomedae's priestess's instruction. The candles flicker light over the portraits of old heroes. Can I be like them?...

Grinding the herbs into the mortar, Albus prepares the medicine. The town's healer, his cousin, says "Good enough, now boil it in fat and it'll do the job." Albus thinks - so much to learn...

Dad talks funny to the little reptile man, who returns what he stole and scampers away. No need for violence today, must learn to talk to these little ones like dad can...

The devotee of Erastil talks to the young men gathered. "Erastil isn't one for fancy prayers, working for everyone benefit is his way to be honored." They replant trees that had been cut. The men from the company that cuts the wood, glower at the youngers. One of them shouts, "Hey! Why do that? We can lease this land to farmers, make good money." The holy man blesses them and replies, "There is enough farmland around here for now and the forest needs healing." Things look to get ugly when Gaius the Wodeward(Forester) abruptly appears. "By forest law you should be doing this, go on to your own work, now." The woodcutters grumble and leave. Albus is so proud of dad...

Iomedae's cleric says to Albus, "Terrible what happened but this job as a scout for the company of the faithful will teach you much and the bandits need to be brought to justice." Sheriff Baleson adds "Learn enough and you will be good for the new Woodwarden, anyone I can trust are too scared to take it."...

Dizzy, Albus wakes. More dreams of better times. This shack is cold and empty. Dad murdered by so-called bandits, lumber people no doubt, years ago. Called home because Ma and little sis are sick. Not enough skill to care for them, so ended burying them. Weak but still moving, Albus gathers his few things. Must go see if I can help others, nothing for me here, now.

Whisper Fox animal companion:

Whisper
Male Companion Dog animal 2
None Small animal
Init +3, Senses low-light vision; scent, Perception +1
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DEFENSE
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AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size )
hp 15 ((2d8)+4)
Fort +5, Ref +6, Will +1

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OFFENSE
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Speed 40 ft.
Melee bite +3 (1d4+1)

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TACTICS
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STATISTICS
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Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +1; CMD 14 (18 vs trip)
Feats Stealthy
Skills Acrobatics +7, Acrobatics (Jump) +11, Stealth +13,
SQ ac bonus, bonus tricks 1, link, low-light vision, scent, share spells, stat bonus,
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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GM Granted Animal Companion Feat GM Granted Feats, that are not included in the official list.

AC Bonus 0

Animal Companion

Bonus Tricks 1

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Stat Bonus 0