Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large
Halkale Timarson
Male human ranger 7
NG Medium humanoid (human)
Init +7; Senses Perception +12
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 61 (7d10+15)
Fort +7, Ref +10, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron greatsword +9/+4 (2d6+3/19-20)
Ranged +1 darkwood composite longbow +14/+9 (1d8+3/×3) or
. . sling +12 (1d4+2)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger Spells Prepared (CL 6th; concentration +8)
. . 2nd—shield companion[ACG]
. . 1st—gravity bow[APG], magic fang
--------------------
Statistics
--------------------
Str 15, Dex 20, Con 14, Int 10, Wis 14, Cha 7
Base Atk +7; CMB +9; CMD 24
Feats Boon Companion, Deadly Aim, Endurance, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits magical knack, reactionary
Skills Handle Animal +8, Heal +7, Knowledge (dungeoneering) +9, Knowledge (geography) +8, Knowledge (nature) +10, Perception +12, Profession (trapper) +7, Ride +8, Sense Motive +3, Spellcraft +5, Stealth +14, Survival +12
Languages Common
SQ favored terrain (underground +2), hunter's bond (wolf named Frostfur), track +3, wild empathy +5, woodland stride
Combat Gear adamantine blanched (10), adamantite blanched (30), cold iron arrows (50), ghost touch blanched (10), mwk cold iron arrows (40), oil of bless weapon (2), pearl of power (1st level), potion of cure light wounds (2), silver arrows (20), wand of cure light wounds, weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG] (2); Other Gear studded leather, +1 darkwood composite longbow (+2 Str), blunt arrows[APG] (20), cold iron greatsword, sling, sling bullets (10), belt of incredible dexterity +2, efficient quiver, handy haversack, ioun torch ioun stone[APG], bedroll, chalk, feed (per day) (5), jewelry[UE], signal whistle, silk rope (50 ft.), survival kit[UE], trail rations (10), 13,800 gp, 7 sp, 4 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Frostfur) +4 levels to calc familiar/animal comp abilities (max of your HD).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Halkale Timarson was born near Absalom, in the area known as Shoreline. He is the son of a minor wizard and a scribe. Since his parents both were very busy Halkale tended to entertain himself. Sometimes that meant getting into things in his mother's lab and tried to use the wands he found there, or running around Shoreline and beyond. As he became older, the wilds began to hold a bit more sway on his life. In his early teens he tended to spend most of his time out exploring.
--------------------
Frostfur
Female wolf
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, -1 size)
hp 57 (6d8+30)
Fort +9, Ref +7, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +12 (1d8+10 plus trip)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +14; CMD 24 (28 vs. trip)
Feats Iron Will, Light Armor Proficiency, Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fighting, Guard, Heel, Stay, Track
Skills Acrobatics +6 (+14 to jump), Perception +6, Stealth +3, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, come, defend, devotion, fighting, guard, heel, track
Other Gear frostfur chain shirt, animal harness[APG], animal harness[APG]
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Gravity Bow changes arrow damage to 2d6, instead of 1d8 Fav Enemy Humans adds +4 att/dam
Attack rolls:
Longbow
[dice=Attack, PBS]d20+14+1[/dice] [dice=Damage, if hits, PBS]d8+3+1[/dice]
[dice=Attack 2nd, PBS]d20+9+1[/dice] [dice=Damage, if hits, PBS]d8+3+1[/dice]
Longbow +Rapid Shot
[dice=Attack, PBS, Rapid Shot]d20+12+1[/dice] [dice=Damage, if hits, PBS]d8+3+1[/dice]
[dice=Attack, PBS, Rapid Shot]d20+12+1[/dice] [dice=Damage, if hits, PBS]d8+3+1[/dice]
[dice=Attack, PBS, Rapid Shot]d20+7+1[/dice] [dice=Damage, if hits, PBS]d8+3+1[/dice]
Deadly Aim:
[dice=Attack, DA, PBS]d20+12+1[/dice] [dice=Damage, if hits, PBS]d8+7+1[/dice]
[dice=Attack, DA, PBS]d20+7+1[/dice] [dice=Damage, if hits, PBS]d8+7+1[/dice]
Deadly Aim and Rapid Shot:
[dice=Attack, PBS, Rapid Shot, DA]d20+10+1[/dice] [dice=Damage, if hits, PBS]d8+7+1[/dice]
[dice=Attack, PBS, Rapid Shot, DA]d20+10+1[/dice] [dice=Damage, if hits, PBS]d8+7+1[/dice]
[dice=Attack, PBS, Rapid Shot, DA]d20+5+1[/dice] [dice=Damage, if hits, PBS]d8+7+1[/dice]
Greatsword:
[dice=Attack]d20+9[/dice] [dice=Damage, if hits]2d6+3[/dice]
[dice=Attack]d20+4[/dice] [dice=Damage, if hits]2d6+3[/dice]
Frostfur Bite:
[dice=Bite]d20+12[/dice] [dice=Damage, if hits, plus free trip if hit]d8+10[/dice] [dice=Trip]d20+14[/dice] Compare to Target's CMD