Race |
Fort +7, Ref +5, Will +4; endurance | Init +2 | Percep +9 (DV) | CMD 18 | |
Classes/Levels |
Conditions: none |
Gender |
Alignment Male dwarf ranger 3 | Speed 20 ft.; rock stepper | AC 14, T 13, FF 11; defensive training | hp 37/37 (diehard) | |
About Granta Recruitment Holder
Short Description
Male dwarf ranger 3
Alignment Medium humanoid (dwarf)
Init +2; Senses Perception +9; Darkvision 60 ft.
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 shield); defensive training
hp 37 (3d10+15); diehard
Fort +7, Ref +5, Will +4; endurance
Immune altitude
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OFFENSE
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Speed 20 ft.; rock stepper
Melee
Ranged
Special Attacks +2 on attack rolls against giant humanoids (+3 to confirm critical hits), favored enemy (giants +2)
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STATISTICS
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Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Diehard, Dodge*, Endurance, Shield Focus*, Toughness*
Skills Climb +8, Heal +9, Profession (stonemason) +11, Sense Motive +11, Survival +9
Traits insular, orphaned by giants
Languages Common, Dwarven
SQ favored terrain (mountain +2), track +1, wild empathy +2
Gear 3,000 gp
*The effects of this ability have already been calculated into <Name>'s statistics.
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CLASS ABILITIES
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Favored Enemy (Ex) 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.
Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) 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. 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.
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FEATS
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Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
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.
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TRAITS & RACIAL ABILITIES
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Craftsman Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Darkvision Dwarves can see in the dark up to 60 feet.
Defensive Training Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Giant Hunter Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Insular You hail from one of the remote dwarven holds of the North, and have learned that the people of these harsh lands are as fickle as the weather. Experience has taught you that outsiders are not to be trusted. You gain a +2 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you, but you take a –1 penalty on Diplomacy checks with non-dwarves.
Mountaineer Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Orphaned by Giants You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.
Rockstepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Unstoppable Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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MACROS
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[dice=Weapon]1d20+[/dice] [dice=Damage]1d8+[/dice]