Classes/Levels |
Ranger Lvl 1 HP 11/11 INIT+6 AC 16 CMB+3 CMD+17 Longsword (+5 to Att) 1d8+2/19-20x2 Long Bow (+6 to Att) 1d8+2/x3 F+3 R+6 W+0 |
About Dex Hannover
Appearance
Thick, dark brown wavy hair, olive skin. A thin goatee on his chin. Brown eyes. 26 Years old, 6’ inches Tall, 180 lbs.
Dex is a somewhat surly, speaks his mind kind of character. He is clearly not the face of any party, preferring more clandestine paths to getting what he wants. He's no Robin Hood, he's clearly out for personal gain, but if he sees things woefully out of balance he's likely to step in and assist, even if it isn't apparent that there is anything in it for him.
He's dressed in dark, almost black leather, with dark blue, almost midnight colored shirt, cloak and pants. He tends to find a place in the shadows and likes to observe what's going on before calculating his next move. He is very comfortable with his rapier but prefers the timing and accuracy that his bow affords him.
Character Sheet
__________________________ GENERAL__________________________
Male Human Urban Ranger Level 1
HP: 11/11 (1d10) [+1 Con]
STR: 14 [+2 modifier]
DEX: 18 [+4 modifier] (+2 racial bonus)
CON: 12 [+1 modifier]
INT: 12 [+1 modifier]
WIS: 10 [+0 modifier]
CHA: 11 [+0 modifier]
Initiative +4 = +4 [DEX] +2 [Reactionary Trait]
Favored Classes: Urban Ranger – Archer Specialization
Faith: Iomedae
__________________________ DEFENSE __________________________
AC 16 = 10 + 4 [Dex] +2 [Leather]
Touch 14
Flat-Footed 12
Fortitude Save +3 = 2 [base] +1 [Con]
[/b]Reflex Save[/b] +6 = 2 [base] +4 [Dex]
[/b]Will Save[/b] +0 = 0 [base] +0 [Wis]
__________________________ OFFENSE __________________________
Speed: 30ft (6 Squares)
BAB +2
Basic Melee Attack +3 = +1 [BAB] +2 [STR]
Basic Ranged Attack +6 = +1 [BAB] +4 [DEX] +1 [Point Blank Shot]
CMB +3 = 1 [BAB] +2 [Str] +0 [size]
CMD +17 = 1 [BAB] +2 [Str] +4 [Dex] +0 [size] + 10
_________________ Spells _________________
N/A Yet
_________________ Feats, Skills and Special Abilities _________________
Traits
Reactionary: You gain a +2 trait bonus on Initiative checks.
Taldor – Expert Duelist: Gain a +1 AC bonus when facing a single foe.
Feats:
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Skills:
Total + Ability Mod. + Ranks + Misc.
Skill Ranks: 6 [Ranger] +1 [INT] + 1[Human]
Acrobatics +4 = DEX 4+0+0
Appraise +1 = INT 1+0+0
Bluff +0 = CHA 0+0+0
*Climb +6= STR 2+1+3 [1 Rank]
*Craft +1 = INT 1+0+0
Diplomacy +1 = CHA 1+0+0
*Disable Device +8 = DEX 4+1+3 [1 Rank]
Disguise +1 = CHA 1+0+0
Escape Artist +0 = DEX 4+0+0
Fly +2 = DEX 4+0+0
*Heal +0 = WIS 0+0+0
*Intimidate +0 = CHA 0+0+0
Knowledge (Arcana) +0 = INT 1+0+0
*Knowledge (Dungeoneering) +0 = INT 1+0+0
*Knowledge (Geography) +0 = INT 1+0+0
*Knowledge (Local) +5 = INT 1+1+3 [1 Rank]
Knowledge (History) +0 = INT 1+0+0
Knowledge (Nature) +0 = INT 1+0+0
Knowledge (Planes) +0 = INT 1+0+0
Knowledge (Religion) +0 = INT 1+0+0
Linguistics +1 = INT 1+0+0
*Perception +5 = WIS 1+1+3 [1 Rank]
Perform +1 = CHA 1+0+0
*Profession (Chef) 4 = WIS 0+1+3 [1 Rank]
*Ride +4 = DEX 4+0+0
Sense Motive +0= WIS 0+0+0
Sleight of Hand +5 = DEX 4+1+0 [1 Rank]
*Spellcraft +1 = INT 1+0+0
*Stealth +8 = DEX 4+1+3 [1 Rank]
*Survival +0 = WIS 0+0+0
*Swim +6 = STR 2+1+3 [1 Rank]
Use Magic Device +1 = CHA 1+0+0
Special Abilities
Human
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Ranger
Favored Enemy (Ex):Goblin At 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 Feat (Ex): Archery
Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.
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 combat styles to pursue: archery or two-weapon combat. 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.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
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.
Languages: Common, Elven [+1 INT]
__________________________ Equipment__________________________
Carrying Capacity:
Currently carrying: 68.5 lbs
Light Load: 58lbs.
Medium Load: 116lbs.
Heavy Load: 175lbs.
Lift Over Head: 175lbs.
Lift Off Ground: 350lbs.
Push or Drag: 875lbs.
Held/Worn Equipment:
Travellers outfit (1gp) 5 lbs
Leather (30gp) 20lbs
Longbow (75gp) 3lbs
Longsword (15gp) 4lbs
Arrows 40 2gp 6lbs
Hooded cloak
Belt and Pouch (1gp) 0.5 lbs
11gp, 6sp, 8cp
Backpack (10gp) 2lbs:
Dagger (2gp) 1lb
Bedroll (1sp) 5lbs
Flint and Steel (1gp)
Lantern, hooded (7gp) 2lbs
Small Steel Mirror (10gp) 0.5lbs
Rope 50' Silk (10gp) 5lbs
Waterskin (1gp) 4lbs
Caltrops X2 (2gp) 4lbs
Oil, 1 flask (1sp) 1lb
2 sacks (2sp) 1lb
Earplugs (3cp)
Iron Spike (5cp) 1lb