Jamus Hainard

Fruian Thistlefoot's page

3,173 posts. Organized Play character for Frank Kyle.

Full Name

Fruian Thistlefoot




Ranger 7/Fighter 1




3' 1"



Special Abilities

Halfling Luck


Chaotic Good


Common, Halfling


Borderland Keep Commander

Strength 20
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 12
Charisma 9

About Fruian Thistlefoot

Fruian Thistlefoot's Bio is being edited to work in Last-wall Affinity.


1: Mounted Combat- Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
2: Ride-by-Attack (Ranger Combat Style Feat)-When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
3: Spirited Charge- When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
3: Endurance (Free Ranger Feat)- You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
5: Boon Companion-Stick Foot
5: Power Attack- (Bonus Fighter Feat)-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.

7: Wheeling Charge-When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can’t exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an ally’s space.

Special Features:

Fearless-Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck-Halflings receive a +1 racial bonus on all saving throws.
Keen Senses-Halflings receive a +2 racial bonus on Perception checks.
Outrider-Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.

Magical Knack- Ranger-Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Reactionary-You gain a +2 trait bonus on initiative checks.

Class Abilities:
Favored Enemy: Human +4, Outsider +2-He gains a 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 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.
Favored Terrain: Urban-The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond-Stick Foot


Handle Animal: +12
Perception: +12
Profession Hunter: +6 (Only for Day job. Replaced Day job with Boon- Borderland Keep)
Ride: +16
Stealth: +13
Survival: +10

Not including Favored Enemy or Terrain!!!

Stick Foot:

1:Combat Reflexes
2:Body Guard- Protects the Rider as the Rider Protects him with Mounted Combat.
5: Valiant Steed- Increases his saves and I can push into Auras of creatures. Very Important.
8: Iron Will
10: ????

Int +1 at level 4...He understands Common.

Attack all
Aid-For Body Guard
Break Out- Damn Black tentacles
Air Walk- Gotta be in the air at some point. Scrolls of air-walk work wonders.

Magical/Combat Gear:

Libertas (Latin For Freedom)- +1 Elysian Bronze Lance
MW Cold Iron Lance
Cloak of Resistance +1
Belt of Giant's Strength +2
+1 Mithral Breastplate
M.W. Quick-draw Light Steel Shield
Handy Haversack
Amulet Of Natural Armor +1 x2 (one on mount)

Mythic Choices for Destiny of the Sands, Part 3:

Tier 3 Champion:
+15 HP
+2 Strength

Path Abilities:
1:Devastating Smash
2:Extra Mythic Feat (Universal)
3:+2 Strength (Universal)

Mythic Feats:
Mythic Spirited Charge
Mythic Power Attack
Mythic Ride-By-Attack

Future Feats For Progression:

Rest of Levels Into Ranger For Favored Enemies, Terrains, and Animal Companion to be Equal HD to Character.

Level 9: Risky Striker
Level 11:Improved Critical
Level 11: (Ranger Feat)- Mounted Skirmisher