About CurumirTraits:
Traits:
Devoted Companion: +1 attacks/caster level checks next to ally with less than 50%hp
Feats:
(Bonus) Breadth of experience:+2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
accomplished sneak attack, toughness, weapon focus
Racial:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Ranger 1:
Favored Enemy: ORC +2 attack/damage; +2 bluff, know, perception, SM, Survival Track: Add 1/2 level to Survival checks to track Wild Empathy: Improve attitude of animal, 1d20 + lvl + CHA bonus UCNinja 4(FC):
FINESSE TRAINING (Ex): At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th level. Trapfinding: Add 1/2 lvl to find and disable traps. Sneak Attack: +2d6 KI POOL: 1/2 lvl + CHA modifier As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. NINJA TRICKS (every 2 lvls): 2nd Vanishing Trick: Swift action invisibility for 1/round (1 ki point) 4th Shadow Clone (Su): Create 1d4+1 (for every 3 caster levels) shadowy duplicates of herself that conceal her true location. Standard action that uses up 1 ki point. Extra Ninja trick/Fast Stealth (Ex): A ninja with this trick can move at full speed using the Stealth skill without penalty. No Trace (Ex)
Dispatchment (Ex)
Uncanny Dodge (Ex)
Spells:
0: Detect Magic (x3) 1st: Equip:
Weapon: +1 Wakizashi Weapon: Longbow (24 arrows) Weapon: Heavy Flail Weapon: Dagger Armor: +1 Chain Shirt
Boots, Cat Burglar’s
Lesser restoration potion x2
Misc Equipment:
1670 gp Calcs:
11, 6, 8, 10, 6 Waki to hit: BAB+4/Dex+4/Magic+1
Longbow to hit: BAB +4/Dex+4
AC : Armor+4/Magic+1/Shield+2/Ring+1/Amulet+0/Dex+4
Fort:R+2/N+1/con+1/cloak+1
Ranger skills: 6//lvl Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Class Skills: 7/9/9/9/9
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