Harsk

Dynath's page

80 posts. Organized Play character for BMorgan.


Full Name

Dynath Odinar

Race

Dwarf Ranger 6 | hp 45/51 | AC 22 T 14 FF 18 | CMB +8 CMD 22 | F +7 R +9 W +6 | Spd 20' | Init +7 | Perc +11 (dark 60)

Classes/Levels

Dirty Fighter, Favored Enemy (Humans +2, Magical Beasts +4), Favored Terrain (Mountains +2)

Prepared Spells:
Level I: Lead Blades, Magic Fang

Gender

Male

Size

Medium

Age

57

Special Abilities

Favored Enemy - Magical Beast, Track, Wild Empathy, Hunter's Eye, Dirty Fighter

Alignment

Chaotic Good

Deity

None

Languages

Common and Dwarven

Strength 15
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 8

About Dynath

Dynath
Male dwarf ranger 6
CG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 dodge, +1 shield)
hp 51 (6d10+11)
Fort +7, Ref +9, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron dagger +8/+3 (1d4+2/19-20) or
dwarven urgosh +1/+1 +9/+4 (1d8+4/×3) or
dwarven urgosh +1/+1 +7/+2 (1d8+3/×3), dwarven urgosh +1/+1 +7 (1d6+2/×3) or
mwk battleaxe +9/+4 (1d8+2/×3)
Ranged composite longbow +9/+4 (1d8/×3)
Special Attacks combat style (two-weapon combat), favored enemies (humans +2, magical beasts +4), hatred
Ranger Spells Prepared (CL 3rd; concentration +6)
1st—lead blades[APG], magic fang
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +8; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Dodge, Endurance, Improved Initiative, Mobility, Two-weapon Defense, Two-weapon Fighting
Traits dirty fighter, hunter's eye
Skills Acrobatics +0 (-4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +4, Escape Artist +1, Handle Animal +6, Heal +7, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (nature) +7, Linguistics +2, Perception +11 (+13 to notice unusual stonework), Sense Motive +5, Spellcraft +5, Stealth +4, Survival +12, Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Undercommon
SQ favored terrain (mountainous +2), hunter's bond (wolf named Animal Companion), track +3, wild empathy +5
Combat Gear cold iron arrow (50), oil of bless weapon (6), potion of shield of faith +4, wand of cure light wounds (46 charges), wand of endure elements (28 charges), wand of glide (49 charges), alchemist's fire (3), antitoxin; Other Gear breastplate +1, dwarven urgosh +1/+1, cold iron dagger (2), composite longbow, mwk battleaxe, cloak of resistance +1, wayfinder[ISWG], backpack, bedroll, belt pouch, chalk, climber's kit, flint and steel, grappling hook, hemp rope (50 ft.), mirror, trail rations (5), waterskin, whetstone, 8,017 gp, 7 sp, 6 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Enemy (Magical Beasts +4) (Ex) +4 to rolls vs. magical beasts foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +3 Add the listed bonus to Survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Mendevian Commendation (Weapon in the Rift) - +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev

Siege-Hardened (Siege of Diamond City) - +1 damage against demons (continuous)

House Thrune's Favor (The Disappeared) - +3 circumstance on diplomacy to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing (It's a rare token stamped wit hthe insignia of House Thrune, not consumed with use)

Gift of the Ghaele (Night March of Kalkamedes) - May cast aid, detect thoughts, lesser restoration, or see invisibility (1x use)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Shadowfur Statblock:

Shadowfur CR –
Wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d6+3 plus trip)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 18 (22 vs. trip)
Feats Dodge, Stealthy
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Heel, Stay, Track
Skills Acrobatics +3 (+11 to jump), Escape Artist +5, Stealth +9, Survival +1 (+5 when tracking by scent), Swim +7; Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, defend, fighting, guard, heel, track
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.