| Full Name |
Gurrsmaggle |
| Race |
Goblin |
| Classes/Levels |
Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14 |
| Gender |
Male |
| Size |
Small |
| Age |
35 |
| Alignment |
Chaotic Nuetral |
| Deity |
LUCK: 4 |
| Location |
HERO: 4 |
| Languages |
Goblinoid |
| Occupation |
Trapper |
| Strength |
8 |
| Dexterity |
25 |
| Constitution |
17 |
| Intelligence |
11 |
| Wisdom |
13 |
| Charisma |
6 |
About Gurrsmaggle
Gurrsmaggle
Goblin Ranger (Trapper) 5
CN Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 21, touch 18, flat-footed 14 (+3 armor, +7 Dex, +1 size)
hp 70 (5d10+20)
Fort +10 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +14, Will +5
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Offense
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Speed 30 ft.
Melee +1 cold iron scimitar +15 (1d4+8/18-20/×2) and
. . masterwork scimitar +15 (1d4+7/18-20/×2)
Ranged longbow +13 (1d6-1/×3)
Special Attacks favored enemies (humans +4, undead +2)
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Statistics
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Str 8, Dex 25, Con 17, Int 11, Wis 13, Cha 6
Base Atk +5; CMB +3; CMD 20
Feats Dervish Dance, Endurance, Two-weapon Fighting, Weapon Finesse, Weapon Focus (scimitar)
Traits devotee of the green, frontier-forged (any frontier area), ordinary
Skills Disable Device +19, Knowledge (geography) +7 (+11 vs. humans, +9 vs. undead, +9 while in urban terrain), Knowledge (nature) +9 (+13 vs. humans, +11 vs. undead), Perception +15 (+17 to locate traps, +19 vs. humans, +17 vs. undead, +17 while in urban terrain), Perform (dance) +0, Ride +11, Stealth +23 (+27 when hiding in a crowd, +25 while in urban terrain), Survival +9 (+14 when tracking, +10 to get along in the wild, +11 to get along in the wild, +13 vs. humans, +11 vs. undead, +11 while in urban terrain, +11 to track); Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ combat styles (two-weapon combat), favored terrain (urban +2), freezing trap, hunter's bonds (companions), snare trap, track, trap, trapfinding +2, wild empathy
Other Gear +1 Darkleaf Cloth Leather armor, +1 Cold Iron Scimitar, Arrows (40), Longbow, Masterwork Scimitar, Belt of incredible dexterity +2, Burglar's bracers (1/day), Cloak of resistance +3, Lenses of detection, Backpack (empty), Grappling hook, Hammer, Piton (10), Rope (2), Survival kit, masterwork, Trail rations (5), 15 GP
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Special Abilities
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Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Freezing Trap (Su) Effect The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of cold damage + 1/4 the ranger's level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Lenses of detection +5 to track with Survival
Ordinary +4 trait bonus to Stealth when hiding in a crowd.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Track +2 Add the listed bonus to survival checks made to track.
Trap (3/day) (DC 13) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.