Jakardros Sovark

Garric Reisin's page

267 posts. Alias of Jalriel.


Full Name

Garric Reisin

Race

Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large

Classes/Levels

Saves:
+9Fort +13Ref +6Will

Gender

AC 21 HP 97/106 INIT+7; PERCEPTION +14

About Garric Reisin

Garric Reisin
Male Human Ranger (Divine Marksman) 9
NG Medium Human
DeitySarenrae
Initiative +7 (5DEX/2trait)Senses Low-Light Vision
Perception +14 (9ranks/1WIS/3trained/1racial)

6'1" 190 (little above avg) Black hair and green eyes

==DEFENSE==

AC 21 (5armor/5DEX/1ring) Touch AC 16 (5DEX/1ring) Flat-footed AC 16(5armor/1ring)
HP 97/106 (70/18CON/9FC/(9VisBody))
Fort +9 (6class/2CON/1CLOAK)Ref +13 (6class/5DEX/1CLOAK/1racial)Will +6 (3class/1WIS/1CLOAK/1racial)

==OFFENSE==
Spd 30ft
Melee Long Sword +12/+7 (9BAB/2STR/1WF) 1d8+3 (3str)
Ranged Long Bow, Comp. +14/+9 (9BAB/5DEX/2VA/(4Bullseye)/-2rapidshot/-2deadlyaim/1WF/1weapon) +9 (2VA/4deadlyaim/2STR/1weapon)

==STATISTICS==
Str 14 (+2/14base) Dex 20 (+5/17base/2racial/LVL4) Con 14 (+2/14base) Int 10 (10base) Wis 12 (11base/LVL8(1)) Cha 8 (-1/7base/LVL8(1))
Base Atk +9 CMB +11 (9BAB/2STR) CMD 26 (9BAB/2STR/5DEX+10)

==TRAITS & FEATS==

Called:
Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead

Reactionary:
You gain a +2 trait bonus on initiative checks.

Point-Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid-Shot:
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Bullseye Shot:
You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.

Precise Shot:
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Deadly Aim:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.

Endurance:
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.

Weapon Focus Longbow Comp. and Longsword:
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Manyshot:
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Snap Shot:
While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Evasion:
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Big Game Hunter:
You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.

Quarry (Ex)

==RANGER ABILITIES==

Weapon and Armor Proficiencies:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy:
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.

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.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

+4 Humanoid: Humans
+2 Humanoid: Giants

Combat Style Feat Archer:
At 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.

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.

Endurance:
A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain Forest+2/Mountain+4:
At 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.

Hunter's Bond/now Spells:
By DM's grace, Hunter's Bond has been replaced by spellcasting
Spells:
1st - Aspect of the Falconx3
2nd - Visualization of the Body(CON)

Vicious Aim:
At 4th level, a divine marksman adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy.

This ability replaces all spellcasting, and the marksman is not considered to have a caster level.(changed by dm to replacing Hunter's bond)

Woodland Stride:
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

==SKILLS & LANGUAGES==

Skills:
Ranks: 54 (54class)
• Acrobatics
• Appraise
• Bluff
• Climb* +8 (3ranks/2STR/3trained)
• Craft*
• Diplomacy
• Disable Device
• Disguise
• Escape Artist
• Fly
• Handle Animal*
• Heal*
• Intimidate*
• Knowledge (arcana)
• Knowledge (dungeoneering)* +12 (9ranks/3trained)
• Knowledge (engineering)
• Knowledge (geography)* +12 (9ranks/3trained)
• Knowledge (history)
• Knowledge (local)
• Knowledge (nature)* +13 (9ranks/3trained/1racial)
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)
• Linguistics
• Perception* +14 (9rank/1WIS/3trained/1racial)
• Perform
• Profession*
• Ride*
• Sense Motive
• Sleight of Hand
• Spellcraft* +4 (1rank/3trained)
• Stealth* +14 (6ranks/5DEX/3trained)
• Survival* +10 (6ranks/1WIS/3trained)
• Swim* +7 (2ranks/2STR/3trained)
• Use Magic Device
*Class Skill

Languages:
Common

==RACIAL ABILITIES==

spoiler:
+2 DEX
Bonus Feat - Rapid Shot
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and +1 to Knowledge (nature) and Perception checks. This racial trait replaces skilled.

==EQUIPMENT==

spoiler:

Combat Gear
+1 Composite Longbow 2600
+1 Mithril Shirt 2250
Longsword 15

Other Gear
Bedroll
fishhook
5 candles
rations
Backpk
belt pouch
50' hemp rope
2 torches

Magic Items
Ring of Protection +1 2,000
Cloak of Resistance +1 1,000
Wand of Gravity Bow (40) 750 gp
Pearl of Power 1st 1,000 gp
Efficient Quiver (Tirnel gift)

Coin
905 gp
2 sp
3 cp

Background

:

==PROGRESSION==

spoiler:
1-Bullseye Shot (Div. Marks)
1-Pt.Blank Shot
1-Rapid Shot (human)
2-Precise Shot (Combat Style)
3-Endurance (Ranger)
3-Deadly Aim
4-+1 DEX
5-Weapon Focus Longbow Comp.
6-Many Shot (Combat Style)
7-Snap Shot
8-+1 WIS
8-Weapon Focus Longsword (Div. Marks)
9-Pt. Blank Master

Spells Cast:

Abilities Used:
Called - 1/day reroll a 1 on attack: