Swampwalker

Bulgard Merkenkin's page

415 posts. Alias of Loch dhu.


Full Name

Bulgard Merkenkin

Race

Human

Classes/Levels

M Human Ranger 2 | HP 52/52 | AC 20, T 17, FF 15 | F +6, R +10, W +2 | Init +4 | Per +7 |

Gender

M

Size

5'10"

Age

24

Alignment

Chaotic Good

Occupation

guide, mercenary

Strength 16
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Bulgard Merkenkin

Bulgard
Male Human ranger 4 Archetypes Guide,
None Medium humanoid (human)
Init +6, Senses Perception +8
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DEFENSE
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AC 20, touch 17, flat-footed 13 (+3 armor, +6 Dex, +1 dodge, )
hp 52 ((4d10)+12)
Fort +6, Ref +10, Will +2, +4 bonus on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, to avoid nonlethal damage from a forced march, to hold your breath, and to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.

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OFFENSE
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Speed 30 ft.
Ranged masterwork composite longbow str (+3) +11 (1d8+3/x3), within 30 ft. +12 (1d8+4)
Melee masterwork greatsword (cold iron) +8 (2d6+4/19-20)
Melee dagger +7 (1d4+3/19-20)
Ranged dagger (thrown) +10 (1d4+4/19-20), within 30 ft. +11 (1d4+4)
Melee silver dagger, masterwork +8 (1d4+2/19-20)
Ranged silver dagger, masterwork (thrown) +11 (1d4+3/19-20), within 30 ft. +12 (1d4+3)

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TACTICS
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STATISTICS
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Str 16, Dex 22, Con 14, Int 10, Wis 12, Cha 8,
Base Atk +4; CMB +7; CMD 24
Feats Dodge, Endurance, Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +7, Disable Device +7, Escape Artist +8, Handle Animal +4, Heal +5, Intimidate +3, Knowledge (Dungeoneering) +4, Knowledge (Nature) +8, Perception +8, Ride +11, Stealth +14, Stealth (In hilly or rocky areas) +15, Survival +8, Survival (Find Food) +10, Survival (Follow or identify tracks) +10, Swim +7,
Traits Child of Nature (Gozreh) (Knowledge (Nature)),
Languages Common
SQ bonus feat, combat style feat, favored terrain (forest) +2, humanoid traits, ranger's focus, skilled, terrain bond, track +2, wild empathy +3,
Combat Gear rations (trail/per day) (3), potion of cure moderate wounds, potion of protection from evil (3),
Other Gear masterwork composite longbow str (+3), shield cloak, outfit (explorer's), belt of incredible dexterity +2, leather +1, arrows (20) (6), arrow, smoke (20) (4), waterskin (filled), masterwork greatsword (cold iron), dagger, silver dagger, masterwork, 157.5 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Child of Nature (Gozreh) (Knowledge (Nature)) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

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.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

No Racial Subtype You have chosen no racial subtype.

Ranger's Focus (Ex) At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.

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

Terrain Bond (Ex) At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

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+3 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.