Paladin

Dain Bramage's page

982 posts. Alias of Andrea1.


Full Name

Dain Bramage

Race

Dwarf

Classes/Levels

Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Gender

+2 Init/Per in mountains

Size

M

Alignment

NG

Deity

Moradin

Location

Right here

Languages

Dwarf,Common,Giant,Orc

Occupation

Scout

Strength 14
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 16
Charisma 8

About Dain Bramage

Full Name : Dain Bramage

Race: Dwarf

Classes/Levels Ranger 5

Gender M

Size M

Age 45

Special Abilities :

Alignment: NG

Deity Moradin

Location : In trouble

Languages : Dwarf, Common,Giant,Orc

Occupation : Scout

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 8 (-1)
Height: 4'6" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(HP)
EXP: 0
Hit Points: 50/50
Spd: 20
Init: +6
AC: 17 (+5 armor shield +2 Dex) /Touch 12/FF 15) +4 AC vs. giants
BAB: +5
CMB: +7
CMD: 19 (+4 vs. Bull Rush/Trip when standing on ground)
Saves: Fort +6 Ref +7 Will +4 (Add +3 vs. Poison/Spells/Spell-like abilities from Hardy ability and Glory of Old)

Weapons: +1 vs. Orc/Goblinoids +2 Hit/Damage vs. Orcs +4 Hit/Damage Giants

Composite Longbow (+2) +8 1d8+2 x3 110 ft.
Composite Longbow PBS +9 1d8+3 within 30 feet
Dwarf waraxe +7 1d10+2 x3
Dagger +7 1d4+2 19-20/x2

Skills: 8/level
Perception (5+3+3) 11
Survival (5+3+3) 11
Know-Nature (5+2+3) 10
Know-Dungeoneering (5+2+3) 10
Stealth (5+2+3) 10
Climb (5+2+3) 10
Swim (5+2+3) 10
Ride (5+2+3) 10

Background skills 2/Level
Know-Geography (5+2) 7
Handle Animal (5-1+1) 6

Feats:Improved Initiative(+4),Endurance(Ranger extra),Precise Shot(No penalty firing into melee),WF-Longbow
Traits:Roll with it(+1 Reflex saves, 2/day when giant-type confirms critical, may roll with it and only take normal damage) Glory of Old(+1 trait bonus on saving throws against spells, spell-like abilities, and poison.)
Special Abilities:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Favored EnemyAt 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Combat Style: Archery (Point Blank Shot)
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.Orc +2 Giant +4
TrackA ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild EmpathyA ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Favored Terrain MountainThe ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunters Bond: Will take companions.
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. So +1/+1 vs. orcs for 3 rounds)

spells per day 2/////
Known
1. Gravity Bow,Empty
2
3
4

Equipment
Longbow (100)
Composite Longbow (+2) 300 gp
Arrows 96 (1)
Dwarven Waraxe (30)
Dagger (2)
Chain Shirt (+4 Armor +4 Dex max -2 ACP)
Chain Shirt +1 (+5 armor +4 dex max -1 acp)
Ranger's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
torches (10)
trail rations (5 days)
waterskin
38 gp
198
999