Harsk

Amhern's page

13 posts. Alias of Rocan.


Full Name

Amhern

Race

Dwarf

Classes/Levels

Ranger (Wilderness Medic) 5

Gender

Status:
HP: 75/75; AC: 21, T: 14, FF: 17; CMB: +5; CMD: 20; Fort: 9, Ref: 10, Will: 6; Init: +5; Perception: +12; Speed: 20 feet

Alignment

TN

Languages

Common, Dwarven, Orc, Terran

Occupation

Survivalist and Guide

Strength 10
Dexterity 20
Constitution 18
Intelligence 14
Wisdom 18
Charisma 5

About Amhern

Amhern
Male Dwarven Ranger (Wilderness Medic) 5
TN Medium Humanoid (Dwarf)
Init +5; Senses: Perception +12, Darkvision 60 ft,

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DEFENSE
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AC 21, touch 14, flat-footed 17 . . (+6 Armor, +4 Dex, +1 NA) (+4 vs Giants)
HP 75 (5 x d10 +20+5)
Fort +9, Ref +10, Will +6 (+2 vs Poison, spells, spell-like abilities)

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OFFENSE
Melee: +6; mwrk Battleaxe 1d8/x3
+1 heavy Crossbow: +11; 1d10+1/20
Speed 20 ft. (Heavy Armour)
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STATISTICS
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Str 10, Dex 20 (17+1+2), Con 18(16+2), Int 14, Wis 18(16+2), Cha 5 (7-2)
Base Atk +5; CMB +5; CMD 20 (10 +0 Str +5 BAB +5 Dex) (+4 vs Bull Rush and Trip)
Feats: Point-Blank Shot(1st), Precise Shot (2nd Bonus), Rapid Reload (3rd), Rapid Shot (5th)
Traits:

Skills: Perception 5 rank (+12), Knowledge Nature 5 rank (+10), Heal 5 ranks (+12), Knowledge Dungeoneering 5 rank (+12), Survival 5 rank (+12,+14 to track), Stealth 5 rank (+12, x in armour), Craft (Bows) 5 rank (+10), Profession (Herbalist) 5 rank (+12)
Languages: Common, Dwarven, Gnome, Orc
Combat Gear: +1 Heavy Crossbow,
Other Gear: Amulet of Natural Amor +1, Cloak of Resistance +1, Belt of Incredible Dexterity +2
Encumbrance: lbs; Light Load, (Light Load up to 100lbs, Medium up to 200lbs)
Money Left: 2000 gp
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SPECIAL ABILITIES
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Racial Traits
Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Abilities
Favored Enemy: Humanoid (Human)
Favored Terrain: Forest
Hunter's Bond: At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Wilderness Medic
Herbalist Training (Ex)
At 1st level, a wilderness medic can attempt Profession (herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level (minimum +1) on Heal checks and Profession (herbalism) checks. When he successfully forages for herbs, he finds twice as many doses of any herb he would normally.
This ability replaces wild empathy.
Herbal Medicine (Ex)
At 3rd level, a wilderness medic can mimic the effects of stabilize at will in any wilderness area by spending one use of a healer’s kit as long as he can see the target.
Additionally, as a standard action a number of times per day equal to 3 + his Wisdom modifier, the wilderness medic can use encouraging words and herbs to lessen the severity of certain conditions affecting a touched target. If the target is exhausted, it becomes fatigued instead. If the target is frightened, it becomes shaken instead. If the target is nauseated, it becomes sickened instead. The duration of the effect is unchanged; the effect is simply reduced to the lesser version.
At 9th level, the wilderness medic can lessen the severity of additional conditions for the target and cure other conditions that the target suffers. If the target creature is blinded, it becomes dazzled instead. If the target is panicked, it becomes shaken instead. If it has any of the following conditions, they are cured: deafened, fatigued, shaken, and sickened. The wilderness medic is able to use this ability on a given touched target once every 24 hours.
This ability replaces the endurance and evasion abilities.
Rallying Bond (Sp)
At 4th level, a wilderness medic must choose his companions for his hunter’s bond.
At 9th level, the wilderness medic can encourage all of his companions when he uses his hunter’s bond to benefit his companions (see the ranger’s hunter’s bond ability for more details). As a free action when the wilderness medic uses a move action to grant affected allies half his favored enemy bonus, he can also grant affected allies the benefits of remove fear. The wilderness medic can use this ability a number of times per day equal to his Wisdom modifier.
At 14th level, when the wilderness medic uses this ability, he can instead affect all allies that benefit from his hunter’s bond with blessing of fervor, using his ranger level as his caster level.
This ability alters hunter’s bond and replaces improved evasion.

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Spells:
Spells:
2/day Level 1: Gravity Bow, Keep Watch