Classes/Levels |
Strange Aeons Loot List |
Gender |
Human Urban Ranger 5 | HP:49/49 | AC:20 FF:18 T:12 | CMD:21 | +6 +6 +5 | Init:+2 Per:+9 Stealth:+7 |
About Grimm John
Grimm John
Human ranger (urban ranger) 4 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +2; Senses Perception +89
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 49 (5d10+16)
Fort +6, Ref +6, Will +5; +1 trait bonus vs. aberrations
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . dagger +9 (1d4+4/19-20) or
. . mwk longsword +10 (1d8+4/19-20) or
. . mwk silver dagger +10 (1d4+3/19-20) or
. . red destiny +11 (1d6+6/19-20) or
. . mk spiked gauntlet +11 (1d6+4)
. . TWF
. . mwk longsword +7 (1d8+4/19-20)
. . 'Red Destiny' shortsword +9 (1d6+6/19-20) ?
. . spiked gauntlet +9 (1d6+2)
Ranged
. . longbow +7 (1d8+4/×3)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2),favored enemy (undead +4)
Ranger (Urban Ranger) Spells Prepared (CL 1st; concentration +2)
. . 1st—longstrider, resist energy
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +6; CMD 20
Feats Iron Will, Quick Draw, Two-weapon Fighting, Weapon Focus (spiked gauntlet), Shield Gauntlet Style, Shield Gauntlet Attack
Traits dangerously curious, foe of the strange, indomitable faith, reckless
Skills Acrobatics +5 (+1 to jump), Climb +5, Craft (traps) +3, Disable Device +11, Handle Animal +7, Heal +5, Intimidate +6, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (religion) +1, Perception +9, Profession (tanner) +5, Stealth +7, Survival +9, Swim +5, Use Magic Device +10
Languages Common
SQ favored community (Thrushmoor +2), hunter's bond (dog named Animal Companion), paranoid, track +2, trapfinding +2, wild empathy +6
Other Gear +1 chain shirt, arrows (20), dagger, mwk longsword, mwk silver dagger, shortbow, spiked gauntlet, backpack, bell tripwire trap, belt pouch, flint and steel, grappling hook, hip flask[UE], holy symbol, cold iron, masterwork thieves' tools, mess kit[UE], piton (2), silk rope (50 ft.), tiny cage[APG], trail rations (5), waterskin, wire[UE], 3gp, 7sp
Magic Shortsword 'Red Destiny'
amulet of natural armor +1
Lantern
Alchemist's Fire (2)
Sunrods (2)
Wand of Cure Light Wounds (33 charges)
Wand of Lesser Restoration (6 charges)
Pearl of Power (level 1)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Favored Community (Thrushmoor +2) (Ex) +2 to rolls when in thrushmoor terrain.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to Survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Dog CR –
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 21 (3d8+6)
Fort +5, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Iron Will, Power Attack
Skills Acrobatics +7 (+15 to jump), Perception +5, Survival +2 (+6 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.