Rogue

Caramir's page

390 posts. Alias of Edeldhur.


Full Name

Caramir Haradwen

Race

HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 |

Classes/Levels

Ranger (Trapper) 1 / Wizard 1

Gender

Male

Age

124

About Caramir

Caramir level1:

Caramir
Male Elf Ranger (Trapper) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . longsword +3 (1d8+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
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Statistics
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Str 14, Dex 17, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Breadth of Experience, Point-Blank Shot
Skills Appraise +4, Climb +5, Disable Device +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +4, Perception +6 (+7 to locate traps), Stealth +6, Survival +4; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Infernal, Sylvan
SQ elven magic, weapon familiarity, track +1, trapfinding +1, wild empathy +0
Combat Gear cold iron arrows (20); Other Gear studded leather, buckler, arrows (40), dagger, longbow, longsword, backpack, grappling arrow, grappling arrow, silk rope (50 ft.), thieves' tools, trail rations (5), waterskin, 3 gp, 1 sp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Caramir
Male elf ranger (trapper) 1/wizard 1 (Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 16 (1d10+1d6+2)
Fort +3, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . longsword +3 (1d8+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
Wizard Spells Prepared (CL 1st; concentration +4):
. . 1st—gravity bow{super}APG{/super}, mage armor, true strike[super]S[/super]
. . 0 (at will)—detect magic, message, open/close (DC 13)
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Statistics
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Str 14, Dex 17, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Breadth Of Experience[APG], Point-blank Shot, Scribe Scroll
Skills Appraise +7, Climb +6, Disable Device +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +7, Perception +9, Sense Motive +2, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +11, Survival +5; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Infernal, Sylvan
SQ arcane bond (arcane bond [familiar]), elven magic, weapon familiarity, forewarned, opposition school (enchantment, necromancy), send senses, specialized school (scryer), track +1, trapfinding +1, wild empathy +0
Combat Gear cold iron arrows (20); Other Gear studded leather, buckler, arrows (40), dagger, longbow, longsword, backpack, grappling arrow, grappling arrow, silk rope (50 ft.), thieves' tools, trail rations (5), waterskin, 3 gp, 1 sp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scryer Associated School: Divination
Send Senses (110', 0 rds, 6/day) (Sp) Clairvoyance/Clairaudience sensor.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Shade, the Cat:

Shade
Cat (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 8 (1d8-1)
Fort +1, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee bite +5 (1d3-4) and
. . 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Appraise -1, Climb +10, Disable Device +2, Linguistics -1, Perception +6, Spellcraft -1, Stealth +19, Survival +3; Racial Modifiers +4 Climb, +4 Stealth
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.