About Grimm FreebondedCrunch
Spoiler:
Raw scores 11 +0 assigned to Cha 16 +3 assigned to strength added +4 16 +3 assigned to dex no modifiers 14 +2 assiogned to wis minus -2 16 +3 assigned to int minus -2 13 +1 assigned to con added +2 Final scores and modifiers
Ranger (favored class)
Spoiler:
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Track [dice] 1d20+6[/dice] 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. Wild Empathy [dice] 1d20+1[/dice] Initiative [dice] 1d20+3[/dice]
speed 40 Combat
Spoiler:
Hit points 13 Armor Class
Combat Maneuver Bonus (CMB) [dice] 1d20+7[/dice]
saves Fortitude +4
Greatclub (large)
1/day
Sling large
1/day
Feats:
Spoiler:
Run You are swift of foot. Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Skills
Spoiler:
Acrobatics (+3 dex) Appraise Bluff *Climb 5 (+5 str) *Craft (Bowyer/Fletcher) 6 (+2 int, +3 class, +1 rank) Diplomacy Disable device Disguise Fly *Handle animal 4 (+1rank, +3 class) *Heal *Intimidate 4 (1 rank, +3 class) Knowledge (arcane) *knowledge (dungeoneering) knowledge (engineering) *knowledge (geography) 6 (1 rank +2 int, +3 class) knowledge (history) knowledge (local) *knowledge (nature) 6 (1 rank, +2 int, +3 class) knowledge (nobility) knowledge (planes) knowledge (religion) Linguistics *Perception 5 (+1 wis, +1 ranks, +3 class) Perform Perform *Profession *Ride Sense Motive Sleight of hand *Spellcraft *Stealth 3 (+3 dex, +1 ranks, +3 class, -4 size) *Survival 5 (+1 wis, +1 ranks, +3 class) *Swim 5 (+5 str) Use magic device * class skills
Equipment
Spoiler:
(bone) Studded leather, large 50 gp Greatclub large (10 gold) Arrows, large stone tipped (40) 4 gp Sling (large) (2) Sling bullets Ceramic (large) 60 (1 gp + 2 sp) adventurers sash (20 gold) torch 3 3 cp Weapon cord 1 sp Scroll case 1 gp -tindertwigs (5) 5 gp charcoal 5 sp dagger, obsidian 2 gp for making tools/equipment Winter blanket/Cloak 2 gp Waterskin 2 () 2 gp hollow reed Dried plant fibers, animal sinew for cordage (-) Rations (4 days) 2 gp antler Whistle 5 cp Sandals Scarf sack, empty 1 sp thieves tools, antler/bone/wood (30 gp) Galena flake, "signal mirror" Bow/drill set for firemaking fire lens 50 CP 30 SP GP traits
Spoiler:
Hill Fighter You are used to fighting in hilly environments. Benefit: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply. Desert Child (Desert) You were born and raised in rocky deserts and are accustomed to high temperatures. Benefit: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Background
Spoiler:
Grimm's parents were former slaves who escaped into the desert, and there joined a tribe of half-giants. The desert runners, had been living for generations in the desert wastelands, they focus on the area around the lost oasis and the ruins of Kalidnay. Grimm was born into the tribe taking to the ways as easily as any child born into it. Grimm was soon determined to have great potential and was trained in all aspects of survival. Focusing upon the survival of the tribe, required rapid focus on what-ever challenged that survival in a given day, as well as planning for future events. The tribe living in the wilderness requires a First Guide, the true leader of the tribe. Grimm's father is now First Guide, with another as second guide. Once Grimm returns from questing to learn of challenges he may face in the future, so that one day he can guide the tribe..... Utilizes skill to make what he needs for survival. Many demanding tasks await this one as he works to demonstrate his worth to lead the tribe. His current task is to craft a signature weapon, his plan is to craft "Heartseeker" a masterwork, composite (+5) large longbow. Once finished he must return to the tribe and be given his next task.
Heartseeker
Spoiler:
To craft first must invest 200 gold into materials Craft checks to DC 25 No progress yet! For masterwork must invest 300 gold
Half-Giant Traits
Spoiler:
•+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom: Half-giants are immensely strong and hardy, but somewhat slow-witted and brash. •Large: Half-giants are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a -4 size bonus on Stealth checks. •Long Arms: Half-giants have a natural reach of 10 feet. •Long Legs: Half-giants have a base speed of 40 feet. •Giant Blood: Half-giants count as both humans and giants for any effect related to race.
Ranger
Spoiler:
Source: Advanced Player's Guide Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features: Ranger’s Focus (Ex) At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day. This ability replaces favored enemy. Bonus feat?
Spoiler:
Wild Talent Your mind wakes to a previously unrealized talent for psionics. Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
|