Jeb Graden

Furnok of Ferd's page

1,368 posts. Alias of Andrea1.

Full Name

Furnok of Ferd


Human Ranger 7 HP 72/72,AC18T12FF16,F7R7W4,Init6,Per12












Pig Farmer

Strength 16
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Furnok of Ferd

Full Name : Furnok of Ferd

Race: Human

Classes/Levels : Ranger 7

Gender M

Size M

Age 25

Special Abilities :

Alignment: NG

Deity : Flying Spaghetti Monster

Location : Sandpoint

Languages : Common,Goblin

Occupation : Scout,Guard,Pig Farmer

Strength 16 (+3)
Dexterity 15 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 6'4" Weight: Hair: Brown Eyes: Brown
Favored Class: Ranger (HP)
Hit Points: 72
Spd: 30
Init: +6 (+8 Forest)
AC: 18(+5 armor shield +2 Dex +1 Ring of Protection)/Touch 12/FF 16)
BAB: +7/+2
CMB: +10
Saves: Fort +7 Ref +7 Will +4

Weapons: +4 Hit/Damage Human +2 Hit/Damage Undead
Composite Longbow (+3 str) +9/+4 1d8+3 x3 110 ft.
+1 Lucerne Hammer Mighty Cleaving +11/+6 1d12+4 Brace/Reach
Short Sword +10/+5 1d6+3 19-20/x2
Cutlass+1 +11/+6 1d6+4 18-20

Skills: 7/level
Perception (7+2+3) 12 +2 Forest
Survival (7+2+3) 12 +2 Forest
Climb (7+3+3) 13
Swim (7+3+3) 13
Ride (7+2+3) 12
Know-Dungeenering (7+3) 10
Know-Geography (7+3) 10 +2 Forest

Background Skills 2/level
Profession-Pig Farmer (4+2) 6
Handle Animal (7) 7
Linguistics 3 (Goblin,Thasslian,Giant)

Feats: Combat Reflexes(2 AoO),Point Blank Shot(+1 Hit/Damage within 30 feet)Power Attack(Style) (-2/+4)
Endurance(Class),Improved Init (+4 Initiative),Precise Shot (No penalty firing into melee),Furious Focus(First attack using Power Attack incurs no penalty),Boon Companion
Special Abilities:
Favored EnemyAt 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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.Human +4 Undead +2
TrackA ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.+2
Wild EmpathyA 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. +5
Combat Style FeatAt 2nd level, a ranger must select one combat style to pursue.

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.Two Handed Weapon Power Attack
Favored TerrainAt 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.Forest
Hunter's BondAt 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

A ranger can select a bustard, capybara, falcon, marsupial devil, reindeer, snake (reef snake or spitting cobra), wolfdog, yak, or zebra as an animal companion. If the campaign takes place in an aquatic environment, the ranger can choose an armorfish or reef snake. A falconer ranger can select a falcon companion instead of a bird companion. Boar
Boon Companion
Benefit: 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 dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Special: You can 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.

Spells 2/1
1. Magic Fang,Lead Blades
2. Barkskin

Composite Longbow (+3 str) 300
+1 Lucerne Hammer of Mighty Cleaving (2015)
Short Sword (10)
+1 Chain Shirt (+5 Armor +4 Dex -1 ACP) (1100)
20 Arrows 2
Cutlass +1
Handy Haversack (2000)
belt pouch
flint and steel
iron pot
mess kit
torches (10)
trail rations (5 days)
250 GP
MW Brass Knuckles
Ring of Protection +1
enlarge Potion
cure moderate wounds
Potion of Levitation lvl 3
1203 gp

Bacon the Boar
Lvl 7

Size Medium
Speed 40 ft
AC (10 +0 Dex +11 natural +2 Leather) 23 AC Touch 10 FF 23
Attack gore +8 (1d8+2)
Ability Scores Str 20, Dex 13, Con 18, Int 2, Wis 13, Cha 4
Special Qualities low-light vision, scent.

HP: 53/53
Bab +6
Fort +10
Ref +7
Will +4 (+4 vs. enchantments)
Init +5

Skills: Perception (3+1+3) 7
Survival (1+1) 2
Climb (1+1+3) 5
Swim (1+5+3) 9
Acrobatics (1+1+3)4

Feat: Armor Proficiency:Light, Improved Initiative(+4),Improved NAtural AC (+1)
Trick: Defend(Bonus) ,Flank(Bonus),Down(Bonus)
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Devotion feat: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Leather armor (+2 AC)
Hand of the mage