Full Name |
Elric Mistletien |
Race |
Human. |
Classes/Levels |
Ranger 1. |
Gender |
Male. |
Size |
Medium. |
Age |
Twenty-three years. |
Special Abilities |
( See About. ) |
Alignment |
Neutral. |
Deity |
N/A. |
Location |
Ustalav. |
Languages |
Common. |
Occupation |
Wanderer. |
Strength |
18 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
13 |
Charisma |
10 |
About Elric Mistletien
Elric CR 1/2
Male Human Ranger 1
N Medium Humanoid (Human)
Init +2 Senses Perception +5
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 DEX)
HP 12 (1d10, +1 CON, +1 Favored Class)
Fort +3, Ref +4, Will +1
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OFFENSE
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Spd 30 ft, 20 ft in armor.
Melee Cold-Iron Greatsword +7 (2d6+6/19-20/x2)
Ranged Composite Longbow +5 (1d8+4/x3)
Special Attacks Power Attack, Favored Enemy (undead +2)
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STATISTICS
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Str 18 Dex 14 Con 12 Int 10 Wis 13 Cha 10
Base Attack Melee +5; Base Attack Ranged +3; CMB +5; CMD 17
Feats Power Attack, Quick Draw
Traits Making Good On A Promise, Rich Parents
Skills ( Armor Penalty -4) Acrobatics +2, Climb +8, Escape Artist +2, Fly +2, Heal +5, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Perception +5, Ride +2, Sense Motive +1, Stealth +6, Survival +5, Swim +4
Language Common
Combat Gear Cold-Iron Greatsword, Composite Longbow w/ 40 arrows, Breastplate; Other Gear Pack, 3 days worth rations, waterskin, money pouch (100 GP)
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SPECIAL ABILITIES
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Favored Enemy (undead) 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.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy 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.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 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.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
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.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Making Good On A Promise A bonus of +2 against fear effects.