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About Azhar Mithra Amin..
Azhar:
AZHAR MITHRA AMIN
Male Aasimar Ranger (Skirmisher) 16 NG Medium Outsider (Native) Languages Common, Varisian, Celestial, Draconic Init +4dex,+1 trait+FT; Senses Darkvision (60 feet); Perception +28 (FT:+6/+4/+2, FE:+6/+4/+2/+2)
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Mithra:
Mithra Male Leopard N Medium Animal Init +7; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 33, touch 23, flat-footed 25 (+7 Dex, +1 Dodge, +10 natural, +2 bracers of armor, ring of Protection +3) hp 121 Fort +9, Ref +14, Will +4 (+4 morale bonus vs. Enchantment spells and effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 50 ft., sprint (1/hour) Melee Bite (Leopard) +17 (1d8+9/x2) and . . Claw x2 (Leopard) +15 x2 (1d3+9/x2) Special Attacks trip -------------------- Statistics -------------------- Str 24, Dex 24, Con 15, Int 3, Wis 12, Cha 6 Base Atk +8; CMB +15; CMD 33 (37 vs. Trip) Feats Dodge, Improved Natural Armor, Improved Natural Attack (Bite [Leopard]), Mobility, Multiattack, Toughness +11, Weapon Finesse Skills Acrobatics +12 (+8 jump), Climb +12, Perception +7, Stealth +13 (+4 in Undergrowth), Swim +11 Languages SQ devotion +4, multiattack / extra attack Other Gear Amulet of Mighty Fists +2, Belt of Giant Strength +4, Bracers of Armor +2, Ring of Protection +3 -------------------- Special Abilities -------------------- +4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions. Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments. Dodge Evasion (Ex) No damage on successful reflex save. Improved Natural Armor Improved Natural Attack Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mobility Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge. Tricks Attack, Attack any target, Defend, Down, Guard, Heel, Perform, Seek Trip (Ex) You can make a trip attempt on a successful attack. Weapon Finesse Appearance & Background:
age: 17 ht: 6'4" wt: 280lbs eyes: iridescent blue/violet to deep purple depending on emotional state hair: formerly a sandy blond, shining as if flecked with gold in direct sunlight, now a mottled chestnut brown) skin: tanned Parents: currently residing in Varisia.
Recent events:
Skills:
Skills (including armor penalty) Acrobatics +7(+9 jump{+21w/Haste}), Appraise +3, Bluff +2(+FE), Climb +12(+2 more with climbing kit), Craft(Glassworking) +6, Diplomacy +7, Escape Artist +2, Fly +5, Handle Animal +6, Heal +8, Intimidate +20, Knowledge (Arcana) +3, Knowledge (architecture/engineering) +3, Knowledge (Dungeoneering) +7, Knowledge (Geography) +8, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +11, Knowledge (Nobility) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Linguistics +3, Perception +30 (not including FT, FE), Perform (Dance) +10, Perform (Sing) +16, Ride +6, Sense Motive +18, Stealth +31(not including FT), Survival +24(+2 more with Wayfinder), Swim +10 Special Abilities:
-------------------- SPECIAL ABILITIES -------------------- Retrained - Awesome Blow standard action, awesome blow combat maneuver. If maneuver succeeds against a corporeal smaller opponent, opponent takes damage and is knocked flying 10 feet in a direction of the attackers choice and falls prone. The attacker can only push the opponent in a straight line, and the opponent can't move closer than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. Blinding Critical: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities. Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. Cleave(csf) If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC. Cleaving Finish If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. Critical Focus (retrained from Awesome Blow) +4 to confirm critical hits Damage Resistance, Acid, Cold, Electricity: (5) Darkvision (60 feet) You can see in the dark (black and white vision only). Dreadful Carnage(csf3) Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected. (The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC.) Endurance (Harsh conditions or long exertions do not easily tire you. Benefit: 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.) Favored Enemies: Favored Terrain: Furious Focus (csf4): no negative to first to hit on power attack Great Cleave(csf2) strike many adjacent foes at highest BAB until miss, AC at -2 Hunter's Bond animal companion Hunter's Tricks: 9 Improved Bull Rush Improved Critical Improved Evasion Leadership Lunge: increase reach of melee attacks on my turn, -2 AC Power Attack -5/+10(+15) You can subtract from your attack roll to add to your damage. Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. Swift Tracker: track moving at normal speed at no penalty, double move at -10 Track +8 to survival checks to track. Varisian Wanderer: Perform (Sing) +1 to Perform (Sing) checks, Perform (Sing) is always a class skill for you. Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round. Wild Empathy +17 (Ex) Improve the attitude of an animal, as if using Diplomacy. Woodland Stride: Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Equipment:
Equipment Combat Gear +5 cold iron keen Ancestral Jovar, +1 Morningstar, +1 Lucerne Hammer, Arrows (20), +3 mithral improved shadow moderate fortification Breastplate, Dagger, Longbow; Other Gear Ring of Sustenance, ring of Blinking, Belt of Physical Perfection +4, Striding and Springing(added to Boots of Speed), Eyes of the Eagle, Glove of Storing, Unfettered Shirt(), Cap of the Free Thinker(), Alchemist's Fire Flask (2), Antiplague (vial), Antitoxin (vial), Bag, Waterproof (empty), Blanket, winter, Courtier's outfit, Traveler's outfits (waterproofed), water skin, Disguise Kit, Climber's kit, Grappling arrow, Liquid Ice (2), Mirror, small steel, Pathfinder's Kit, 2xRope, silk (50 ft.), Grappling hook, Soap, Bar (50 uses), Weapon Cord Claimed Loot: 99,965gp
Notes:
pp: gp:1,941 sp:47 cp:9 0 cmw (party) (2d8+3)
1 ring of Protection +1 for Amaya (2,000gp) is she selling?
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