Matrena Goldthorpe

Belvica Insnare'ba's page

557 posts. Organized Play character for Insnare.


Full Name

Belvica Insnare'ba

Race

Dwarf

Classes/Levels

Ranger(Guide) 5 AC 25, touch 14, flat-footed 23, hp 45

Gender

F

Size

M

Special Abilities

Init +2

Alignment

CG

Deity

Shamanism

Languages

Dwarven, Polyglot, Broken Common

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Belvica Insnare'ba

Belvica
Female dwarf ranger (guide) 5 (Pathfinder RPG Advanced Player's Guide 125)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
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Defense
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AC 25, touch 13, flat-footed 23 (+6 armor, +1 deflection, +2 Dex, +2 natural, +4 shield)
hp 45 (5d10+11)
Fort +7, Ref +6, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +2 dwarven waraxe +11 (1d10+6/×3 plus 2d6 on charge) or
dagger +9 (1d4+4/19-20 plus 2d6 on charge) or
dagger +9 (1d4+4/19-20 plus 2d6 on charge) or
dagger +9 (1d4+4/19-20 plus 2d6 on charge)
Ranged +1 darkwood composite longbow +8 (1d8+5/×3 plus 2d6 on charge)
Special Attacks combat style (weapon and shield[APG]), hatred, ranger's focus
Ranger (Guide) Spells Prepared (CL 2nd; concentration +3)
1st—gravity bow[APG], lead blades[APG]
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Cleave, Endurance, Ironhide[APG], Point-Blank Shot, Shield Focus
Traits resilient, savannah child
Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +8, Craft (weapons) +2, Handle Animal +3, Heal +5, Intimidate +3, Knowledge (dungeoneering) +5 (+7 to navigate underground), Knowledge (geography) +8, Knowledge (nature) +8, Perception +9 (+11 to notice unusual stonework), Spellcraft +5, Stealth +9, Survival +9 (+11 to avoid becoming lost when using this); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ favored terrain (forest +2), terrain bond, track +2, wild empathy +4
Combat Gear caltrops; Other Gear rhino hide, +1 ironwood heavy steel shield, +1 darkwood composite longbow (+4 Str), +2 dwarven waraxe, dagger, dagger, dagger, amulet of natural armor +1, ring of protection +1, belt pouch, compass[APG], grappling hook, hemp rope (50 ft.), donkey, anvil, blacksmith, astrolabe (apg), backpack, dagger, dagger, flint and steel, masterwork artisan's tools, saddlebags, guard dog, 1,516 gp, 4 sp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage focused target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Damyak
Advanced dog (Pathfinder RPG Bestiary, 87)
N Small animal
Init +3; Senses low-light vision, scent; Perception +10
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Defense
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +5, Will +3
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Offense
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Speed 40 ft.
Melee bite +4 (1d4+4)
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Statistics
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Str 17, Dex 17, Con 19, Int 2, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Attack, Defend, Down, Down, Fighting, Guard, Guarding, Stay
Skills Acrobatics +3 (+11 to jump), Perception +10, Survival +3 (+7 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ fighting, guarding
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Special Abilities
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Fighting [Trick] The animal has been trained to fight.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Donkey
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee dagger -2 (1d4+1/19-20) or
dagger -2 (1d4+1/19-20) or
2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5, Survival +0 (+2 to navigate in the wilderness)
Other Gear dagger, dagger, anvil, blacksmith[APG], astrolabe (apg)[APG], backpack, flint and steel, masterwork artisan's tools, saddlebags
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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