Journeyman Carpenter

Goro Carrick's page

134 posts. Alias of Pharaohbungow.


Full Name

Goro Carrick

Race

Half Orc

Classes/Levels

Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Gender

M

Size

M

Age

25

Special Abilities

Lookin Cool

Alignment

N/G

Languages

Common, Orc, Handjive

Strength 20
Dexterity 17
Constitution 15
Intelligence 13
Wisdom 16
Charisma 12

About Goro Carrick

Skills:
Armor check penalty +3
Acrobatics:+7
Climb:+12
Heal:+8
Intimidate:+11
Knowledge Dungeoneering:+9
Knowledge Nature:+10
Linguistics:+2
Perception:+16
Ride:+8
Spellcraft:+8
Stealth:+16
Survival:+15
Swim:+13
Use Magic Device:+4

Equipment:
Ring of Sustenance
Handy Haversack
Efficent Quiver
Cloak of Resistance +2
Boots of Speed
Bed Roll
Winter Blanket
Flint and Steel
Tent
Mug
Pitcher
Pot
Water Skin (2)
Tangle Foot Bag (4)
Climbers Kit
Portal Stones (2)
Potion of Cure Moderate (2)
Rope
Cold Weather Outfit
Wand Of Cure Light (11)
Ring of Water Walk
Belt of Strength +2

Defense:
AC:26(+3dex,+9 armor,+2 armor enhancement,ring of protection+2)
Touch: 15
Flat Footed: 23
HP:100 +2con:(+1favored class)
Fort: +11
Reflex: +12
Will: +10

Offense:
20 ft.(30 longstrider)
Melee:
+2 Great Axe: 17/12 (1d12+9)
+1 Great Club: 16/11 (1d10+8)
+1 Scimitar: 16/11 (1d6+8)

Offense Ranged
+1 Longbow Composite+(bane enhancement M.H.) 14/9 (1d8+5)

Tracked Resourced:
unprepared spell #1
Unprepared spell #2
Arrows Cold Iron 160
Arrows Adamantine 18
Arrows Silver 5
Water Skin 2
Tangle Foot Bags 4
Potion of Cure Moderate 2
Wand of Cure Light 11charges

Statistics:
Str:+20
Dex:17
Con:15
Int:13
Wis:16
Cha:12
BAB:10
CMB:15
CMD:30

Feats:
Power Attack:(-3 attack +9 damage)
Rapid Shot: (-2 attack, add 1 attack highest BAB)
Quickdraw:Draw weapon as a free action
Deadly Aim:(-3 attack +6 damaged ranged)
Many Shot:(2 arrows first attack on full round attack)
Heavy Armor Proficiency:
Furious Focus:(no penalty to power attack on first attacks)
Precise Shot:(no -4 penalty for shooting into melee)

Special Abilities:
Favored Enemy: Humans +6(attack and damage,bluff,knowledge,perception,sense motive, and survival)
Track: (add half level to survival checks to identify and follow tracks)
Wild Empathy: (add level and cha to affect animal attitudes)
Endurance: (sleep in med. armor)
Hunters Bond Spirits: 4th and every 4 levels cast extra spell without having to prepare the spell ahead of time)
Favored Enemy: (Magical Beasts +2)
Woodland Stride:
Favored Terrain: Underground +2 (initiative, knowledge geography, perception, stealth, and survival checks)
Dark Vision: (60ft.)
Orc Ferocity: (extra round disabled if brought below 0 hp)
Swift Tracker: (no penalty to movement while tracking)
Favored Terrain: (Jungle +4)
Evasion: (No damage on successful reflex save)
Favored Enemy: (Monstrous Humanoid +2)
Combat Style:
Rapid Shot
Many Shot
Precise Shot

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Level 1 Spells:

Gravity Bow:
School transmutation; Level ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

Lead Blades:
School transmutation; Level ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target touch
Duration 1 minute/level (D)
Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Long Strider:
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, M (a pinch of dirt)
Range personal
Target you
Duration 1 hour/level (D)
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Level 2 Spell:

Ironskin:
School transmutation [earth]; Level alchemist 2, antipaladin 2, bloodrager 2, cleric 2, druid 2, paladin 2, ranger 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, DF/M (a pinch of forge soot)

EFFECT

Range personal
Target you
Duration 1 minute/level (D; see text)
DESCRIPTION

Your skin hardens and takes on the color and texture of rough iron.

You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0).

This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.

While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.


Stone Call:
School conjuration (creation) [earth]; Level druid 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).

Level 3 Spells:

Instant Favored Enemy:
School enchantment; Level ranger 3
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature that is not your favored enemy.
Duration 1 minute/level
Saving Throw none; Spell Resistance no
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

(+2 Unprepared Spells of any level)
(+1 Unprepared spell of any level)