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Ceobryrn Forestwalker
Male human ranger 10
NG Medium humanoid (human)
Init +4; Senses Perception +15
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Defense
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AC 26, touch 14, flat-footed 23 (+8 armor, +1 deflection, +2 Dex, +1 dodge, +4 natural)
hp 89 (10d10+25)
Fort +12, Ref +12, Will +8
Defensive Abilities evasion
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +2 adamantine greatsword +16/+11 (2d6+8/19-20) or
. . chakram +13/+8 (1d8+4) or
. . cold iron dagger +14/+9 (1d4+4/19-20) or
. . mwk scimitar +15/+10 (1d6+4/18-20)
Ranged +1 adaptive seeking darkwood composite longbow +13/+8 (1d8+5/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +6, undead +2)
Ranger Spells Prepared (CL 7th; concentration +9)
. . 2nd—barkskin, protection from energy
. . 1st—delay poison, liberating command[UC], longstrider
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Statistics
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Str 19, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +10; CMB +14 (+16 sunder); CMD 28 (30 vs. sunder)
Feats Boon Companion, Deadly Aim, Dodge, Endurance, Improved Sunder, Manyshot, Pinpoint Targeting, Power Attack, Quick Draw, Rapid Shot
Traits flame of the dawnflower, reactionary
Skills Acrobatics +1, Climb +5, Handle Animal +13, Heal +8, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (engineering) +2, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +14, Perception +15, Profession (trapper) +6, Ride +12, Sense Motive +5, Spellcraft +14, Stealth +12, Survival +15 (+17 to avoid becoming lost), Swim +5, Use Magic Device +1
Languages Common, Sylvan
SQ favored terrains (underground +2, urban +4), hunter's bond (dog named lokie), swift tracker, track +5, wild empathy +10, woodland stride
Combat Gear adamantine arrows (48), cold iron arrows (48), extend metamagic rod (lesser), oil of magic weapon, pearl of power (1st level), pearl of power (2nd level), potion of cure light wounds, wand of cure light wounds (18 charges), wand of detect magic, acid, antiplague[APG], healer's kit, weapon blanch (adamantine)[APG] (2); Other Gear +2 breastplate, +1 adaptive seeking darkwood composite longbow, +2 adamantine greatsword, arrows (40), blunt arrows[APG] (20), chakram[APG] (3), cold iron dagger, mwk scimitar, clear spindle ioun stone, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +3, efficient quiver, first aid gloves, ring of protection +1, wayfinder[ISWG], backpack, bedroll, bit and bridle, cold weather outfit, flint and steel, left at home, military saddle, quiver overflow: 10 norm, 10 blunt, 40 iron, 40 adami (0.3 lb), sack, sack, saddlebags, silk rope (50 ft.), sunrod, trail rations (2), waterskin, whetstone, winter blanket, wooden holy symbol of Sarenrae, 10,275 gp, 6 sp, 3 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +6) (Ex) +6 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Favored Terrain (Urban +4) (Ex) +4 to rolls when in Favored Terrain (Urban).
Improved Sunder You don't provoke attacks of opportunity when sundering.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Precast Cast spells:
Longstrider giving +10 movement for 7 hours,
Slow poison lasting 14 hours using Extention rod.
Barskin lasting 2 hours 20 minites every day using extention rod. Renewing the Barskin using the pearl of power after the first one expires.
Clear spindle ioun stone resonate power in wayfinder: Protection from possession and mental
control (as protection from evil).
Pathfinder Vanities
Memberships: Hunting Lodge (2PP) - You can use
Survival to make Day Job rolls.
Ceobryrn's History:
He was one of two twins born to his mother. An independent human woman who owned and worked her own land on the frontier. Their father was a soldier stationed nearby and caught their mother fancy for a while. Sometime after another daughter was born, he was called to duty elsewhere and left them.
Frontier life is hard, but Ceobryrn's mother was harder raising three children and managing her land. Ceobryrn grew up hunting an fishing in the wilds and is more comfortable there than cities. During his childhood years he witnesses a cousin's death when an bear attacked them at a family gathering. Quick reaction is the only thing that saved Ceobryrn. A lesson he learned well.
As a young adult he befriend a bandit hunter of Sarenrae called Issira, she and her wolf normal worked alone, but for some reason they excepted Ceobryrn into their pack. Mostly it was watching tracks and checking bolt-hole places where bandits tend to hide. For the really dangerous missions, Issira made it a point to leave Ceobryrn behind. Though her Ceobryrn learned the tricks and signs in tracking other humans, and the teachings of Sarenrae the dawnflower.
As a young man in the Frontier lands, Ceobryrn had his share of girlfriends some relationships more serious than others, but none seem to last. There was one young woman a weaver by trade, He took a vow to learn a trade, settle down and stop hunting bandits with Issira. He tried, but he just didn't like being in one place too long, and had to break his vow. Ceobryrn has mixed feelings about the adventures life he chose ,when he is reminded at times he could have chosen a life with a warm home, wife and kids.
Lokie
Dog
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
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Defense
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AC 27, touch 15, flat-footed 22 (+4 armor, +4 Dex, +1 dodge, +8 natural)
hp 76 (9d8+36)
Fort +9, Ref +10, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +12/+7 (1d6+9)
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Statistics
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Str 22, Dex 18, Con 17, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +12; CMD 27 (31 vs. trip)
Feats Dodge, Light Armor Proficiency, Mobility, Power Attack, Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Flank, Flee, Heel, Hunt, Stay, Track
Skills Acrobatics +11 (+19 to jump), Climb +9, Perception +5, Stealth +7, Swim +9; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, defend, devotion, fighting, flank, flee, heel, hunt, multiattack / extra attack, track
Other Gear barding chain shirt 2xcost
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Flee [Trick] Attempts to run away or hide.
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.