Harridan

Darri's page

15 posts. Alias of Kip84.


About Darri

Darri
Ethnicity: Native SouthWelshlander
Half Orc, Ranger (Guide Archtype)
Level 3

Ability Scores:
Str: 15
Dex: 18
Con: 13
Int: 10
Wis: 14
Cha: 10

Combat Stats:
Hit Points: 33
Armour Class: 17 = 10 +4 dex +3 armour
Armour Class Touch: 14 +10 +4 dex
Armour Class Flatfooted: 13 = +10 +3 armour
Initiative: +4 = +4 dex
BAB: +3 = +3 ranger
CMB: +5 = +3 BAB +2 str
CMD: 19 = 10 +3 BAB +2 str +4 dex
Fortitude: +4 = +3 class +1 con
Reflex: +7 = +3 class +4 dex
Will: +3 = +1 class +2 wis
Damage Reduction: none
Spell Resistance: none

Attack:
Longbow Atk + 8 Dmg 1d8+2
Longbow point blank range Atk +9 Dmg 1d8+3
Rapid Shot Atk +6 +6 or +7 +7 in PbR Dmg 1d8+2 or 1d8+3 per arrow.

Skills:
Climb: 6 (Ranks1, Class 3, Str 2)
Handle Animal: 6 (Ranks 1, Class 3, Wis 2)
Kn. Geography: 6 (Ranks 3, Class 3, Int 0)
Kn. Nature: 6 (Ranks 3, Class 3, Int 0)
Perception: 8 (Ranks 3, Class 3, Wis 2)
Stealth: 10 (Ranks 3, Class 3, Dex 4)
Survival: 8 (Ranks 3, Class 3, Wis 2)
Swim: 6 (Ranks1, Class 3, Str 2)

Half Orc Traits:
• Type: Humanoid (Half-orc)
• Size: Medium
• Darkvision 60 ft. - Half-orcs can see in the dark up to 60 ft.
• Weapon Familiarity - Half-orcs are proficient with greataxes
and falchions and treat any weapon with the word “orc” in its
name as a martial weapon.
• Intimidating - Half-orcs receive a +2 racial bonus on
Intimidate skill checks due to their fearsome nature.
• Orc Blood - Half-orcs count as both humans and orcs for any
effect related to race.
• Orc Ferocity - Once per day, when a half-orc is brought below
0 hit points, but not killed, he can fight on for one more round
as if disabled. At the end of his next turn, unless brought to
above 0 hit points, he immediately falls unconscious and begins dying.
• Automatic Languages: Common, Orc
• Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal

Class Abilities:
-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.

-Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

-Wild Empathy (Ex)

A 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.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

-Combat Style Feat (Ex)

At 2nd level, a ranger must select one of two (seven, if styles from Advanced Player's Guide are allowed) combat styles to pursue: archery or two-weapon combat (Note: Advanced Player's Guide adds 5 new combat style options: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).

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.

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.


Feats:
-Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

-Rapid Shot (Combat)
You can make an additional ranged attack.

Prerequisites: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

-Precise Shot (Combat)
You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.


Equipment:

Masterwork Composite Longbow (+2 Str)
Arrow Quiver
Dagger
Belt Pouch
3 days Trail Rations
Studded Leather Armour
Waterskin