About Armistead PikeCrunch:
Armistead Pike
Faction: Liberty's Edge XP: 2 Prestige: 1 Fame: 3 Human Ranger/1 CN Medium humanoid (human) Init +2 Senses: Perception +5 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield) HP 13 (1d10+3) Current HP: 13 Fort +4, Ref +4, Will +1 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee Longsword +5 (1d8+4/19-20), Spiked Shield Bash +5 (1d4+4/x2), Longsword and Spiked Shield Bash +3/+3 (1d8+4/1d4+2), Sap +5 (1d6+4/x2), or Dagger +5 (1d4+4/19-20) Ranged Shortbow +3 (1d6/x3), Dagger +3 (1d4+4/19-20) or Acid Flask +3 (1d6/x2) Special Attacks Favored Enemy (humans +2) -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 8 Base Atk +1; CMB +5; CMD 17 Feats Two-Weapon Fighting, Improved Shield Bash Traits Fast Talker, Armor Expert Skills Acrobatics +2 (-2 in armor), Appraise -1 Bluff +4 Climb +8 (+4 in armor) Diplomacy -1 Disguise -1 Escape Artist +2 (-4 in armor) Heal +1 Intimidate -1 Perception +9 Perform -1 Profession (criminal) +5 Ride +2 (-2 in armor) Sense Motive +1 Stealth +2 (-2 in armor) Survival +5 (+6 to track) Swim +8 (+4 in armor) Languages Taldane Combat Gear Breastplate, Spiked Light Steel Shield, Longsword, Sap, Dagger, Shortbow (19 cold iron arrows, 20 silver), Sunrod (x2), Wand of Cure Light Wounds (50 charges), Potion of Cure Moderate Wounds, Oil of Magic Weapon, Oil of Bless Weapon Other Gear Traveler's Outfit, Whetstone, Hemp Rope (50 ft), Backpack, Waterskin, 222 gp Special Abilities: Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): 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 (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Potions/Oils:
Potion of Cure Moderate Wounds Oil of Magic Weapon Oil of Bless Weapon Wands:
Wand of Cure Light Wounds (50 charges) Mist-Tainted Stats:
Armistead Pike (Mist-Tainted Stats)
Faction: Liberty's Edge XP: 2 Prestige: 1 Fame: 3 Human Ranger/1 CN Medium humanoid (human) Init +3 Senses: Perception +5 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 shield) HP 13 (1d10+3) Current HP: 13 Fort +5, Ref +5, Will +1 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor), Climb 20 ft. Melee Longsword +6 (1d8+5/19-20), Spiked Shield Bash +6 (1d4+5/x2), Longsword and Spiked Shield Bash +4/+4 (1d8+5/1d4+2), Sap +6 (1d6+5/x2), Dagger +6 (1d4+5/19-20), or Slam +6 (1d4+7) Ranged Shortbow +4 (1d6/x3), Dagger +4 (1d4+4/19-20) or Acid Flask +4 (1d6/x2) Special Attacks Favored Enemy (humans +2) -------------------- Statistics -------------------- Str 20, Dex 17, Con 14, Int 6, Wis 12, Cha 6 Base Atk +1; CMB +6; CMD 19 Feats Two-Weapon Fighting, Improved Shield Bash Traits Fast Talker, Armor Expert Skills Acrobatics +8 (+4 in armor), Appraise -2 Bluff +3 Climb +19 (+15 in armor) Diplomacy -2 Disguise -2 Escape Artist +3 (-1 in armor) Heal +1 Intimidate -2 Perception +9 Perform -2 Profession (criminal) +5 Ride +3 (-1 in armor) Sense Motive +1 Stealth +8 (+4 in armor) Survival +5 (+6 to track) Swim +9 (+5 in armor) Languages Taldane Combat Gear Breastplate, Spiked Light Steel Shield, Longsword, Sap, Dagger, Shortbow (19 cold iron arrows, 20 silver), Sunrod (x2), Wand of Cure Light Wounds (50 charges), Potion of Cure Moderate Wounds, Oil of Magic Weapon, Oil of Bless Weapon Other Gear Traveler's Outfit, Whetstone, Hemp Rope (50 ft), Backpack, Waterskin, 222 gp Special Abilities: Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): 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 (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. |