Alchemist

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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 60 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


Full Name

Horgus N Gwerm

Race

human

Classes/Levels

Ranger 4

Gender

male

Size

medium

Age

18

Special Abilities

Sable company marine

Alignment

LN

Deity

Abadar

Location

Korvosa

Languages

common, elven, dwarf

Strength 14
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 12
Charisma 8

About Horgus N Gwerm

Horgus:
Horgus Gwerm
Human (chelaxian) ranger (sable company marine) 4 (Pathfinder Campaign Setting: Inner Sea Combat)
LN Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 28 (4d10)
Fort +4, Ref +8, Will +3
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Offense
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Speed
Melee dagger +6 (1d4+2/19-20) or
longsword +6 (1d8+2/19-20)
Ranged +1 darkwood composite longbow +10 (1d8+3/×3)
Special Attacks combat style (mounted), favored enemy (humans +2)
Ranger (Sable Company Marine) Spells Prepared (CL 1st; concentration +2)
1st—gravity bow[APG]
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Statistics
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Str 14, Dex 19, Con 10, Int 14, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats - Custom Feat -, Endurance, Point-blank Shot, Precise Shot, Weapon Focus (longbow)
Traits drug addict (friend), indomitable faith
Skills Acrobatics +2, Climb +0, Fly +2, Handle Animal +6, Heal +8, Knowledge (geography) +6, Knowledge (local) +5, Perception +8, Ride +5 (+7 to stay in the saddle), Stealth +5, Survival +8 (+10 to avoid becoming lost when using this), Swim +0
Languages Common, Dwarven, Elven
SQ favored terrain (urban +2), hunter's bond (hippogriff named animal companion), track +2, wild empathy +3
Combat Gear cold iron arrows (50), silver arrows (50), acid (3), alchemist's fire (3), healer's kit; Other Gear barding, mwk studded leather, mwk buckler, +1 darkwood composite longbow (+2 Str), arrows (60), blunt arrows (20), dagger, longsword, animal harness, bedroll, belt pouch, belt pouch, bit and bridle, compass, everburning torch, feed (per day) (40), flint and steel, masterwork backpack, military saddle, exotic, sack, saddlebags, silk rope (100 ft.), sunrod (5), waterskin, weapon cord, whetstone, 696 gp, 1 sp, 8 cp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
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. Favored Enemy (Humans) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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hippogriff:

Animal Companion
Hippogriff
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 19, touch 12, flat-footed 16 (+3 armor, +3 Dex, +4 natural, -1 size)
hp 25 (+10)
Fort +5, Ref +8, Will +2
Defensive Abilities evasion
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Offense
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Speed 40 ft., fly 60 ft. (average)
Melee bite +4 (1d6+4)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +6; CMD 19
Feats Lightning Reflexes, Run
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fighting, Guard, Stay, Track
Skills Acrobatics +3 (+7 to jump with a running start, +7 to jump), Fly +5, Perception +5, Stealth +3
SQ attack any target, come, defend, fighting, guard, track
Other Gear mwk studded leather
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flight (60 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.

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 Publishing, LLC®, and are used under license.