Quinn

Ekundayo "Ekun" Trollkiller's page

60 posts. Alias of Papa-DRB.


Full Name

Ekundayo "Ekun" Trollkiller

Race

LG Male Human ranger 7

Deity

Torag

About Ekundayo "Ekun" Trollkiller

.
Ekundayo
Male Human ranger 7
LG Medium humanoid (human)
Init +5, Senses Perception +15

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DEFENSE
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AC 25, touch 15, flat-footed 22 (+8 armor, +2 deflection, +3 Dex, +2 natural, )
hp 74 ((7d10)+21)
Fort +7, Ref +10, Will +4

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OFFENSE
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Speed 20 ft., Woodland Stride
Melee +1 longsword +11/+6 (1d8+6/19-20)
Melee +1 longsword [power attack (one-handed)] +11/+6 (1d8+10/19-20)
Melee dagger +12/+7 (1d4+2/19-20)
Ranged dagger (thrown) +12/+7 (1d4+2/19-20)
Ranged savage bow +16/+11 (1d8+4/x3)
Ranged savage bow [deadly aim] +14/+9 (1d8+8/x3)
Melee trollreaper +1 greataxe (corrosive) +10/+5 (1d12+4/x3)
Melee trollreaper +1 greataxe (corrosive) [power attack (two-handed)] +8/+3 (1d12+10/x3)
Special Attacks Fey +2, Humanoid (Giant) +4,

Prepared Spells
Ranger (CL 7th; concentration +6)
2nd-cat's grace(DC 14)
1st-gravity bow(DC ), lead blades(DC )

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TACTICS
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Temporary Effects power attack (two-handed), deadly aim, power attack (one-handed)

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STATISTICS
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Str 14, Dex 21, Con 14, Int 10, Wis 14, Cha 10,
Base Atk +7; CMB +9; CMD 26
Feats Boon Companion, Deadly Aim, Endurance, Power Attack, Precise Shot, Rapid Shot, Slashing Grace (Longsword), Weapon Finesse, Weapon Focus (Longbow, Longsword)
Skills Handle Animal +10, Heal +12, Intimidate +10, Knowledge (Geography) +10, Knowledge (Nature) +12, Perception +15, Survival +15, Survival (Follow or identify tracks) +18,
Traits Pioneer (Survival), Seeker,
Languages Common
SQ animal companion, bonus feat, combat style feat, favored terrain (forest) +2, humanoid traits, skilled, track +3, wild empathy +7, woodland stride, +1 bonus feat (2x), +1 dex score bonus (2x), , ,
Gear rations, trail (4), greater bracers of archery, +1 longsword, +1 longsword, ring of protection +2, +2 breastplate, cloak ( na +2) +4 resistance vs poison sleep paralysis, pouch, belt, arrows (20) (5), headchomper, backpack, common, waterskin, filled, dagger, savage bow, savage bow, trollreaper +1 greataxe (corrosive), trollreaper +1 greataxe (corrosive), 100.0 gp

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SPECIAL ABILITIES
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Animal Companion (Ex)
Bonus Feat Humans select one extra feat at 1st level.
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.
Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Fey (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against fey. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid (Giant) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
No Racial Subtype You have chosen no racial subtype.
Pioneer (Survival) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +3 to Survival checks made to follow tracks.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+7 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
+1 Bonus Feat (2x) GM awarded PC with +1 feat.
+1 DEX Score Bonus (2x) GM awarded PC with +1 DEX bonus.

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FEATS
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Boon Companion
Your bond with your animal companion or familiar is unusually close.
The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature. Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
Deadly Aim
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
You can choose to take a -2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Slashing Grace (Longsword)
Choose one kind of slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Longbow, Longsword)
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Description:

Savage Bow: +1 Composite Longbow (3/day - Aspect of the Falcon/Ranger/CL5/Str +1-5(2))

Other Information:

PbP stats
Race Line in Profile:
LG Male Human
ranger
7
Class Line in Profile
(HP 74 AC:25 T:15 F:22 Saves F:+7 R:+10 W:+4 CMB:+9 CMD:24 Init:+5 Perc: +15)

Created using PCGen 6.08.00 RC8 on Dec 2, 2022