Full Name |
Harsk Hammerfist |
Race |
dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 |
Classes/Levels |
Ranger 14 |
Gender |
Male |
Size |
Med |
Age |
67 |
Alignment |
Lawful Good |
Languages |
Dwarven, Common, Orc, Giant, Goblin |
Strength |
14 |
Dexterity |
22 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
8 |
About Harsk Hammerfist dwarf
Harsk Hammerfist
Male dwarf ranger 14
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +24 (+26 to notice unusual stonework)
--------------------
Defense
--------------------
AC 30, touch 18, flat-footed 24 (+9 armor, +2 deflection, +6 Dex, +3 natural)
hp 118 (14d10+30)
Fort +12, Ref +16, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 greataxe +17/+12/+7 (1d12+4/×3) or
+1 light mace +17/+12/+7 (1d6+3) or
dagger +16/+11/+6 (1d4+2/19-20)
Ranged +5 flaming burst heavy crossbow +26/+21/+16 (1d10+5/17-20 plus 1d6 fire)
Special Attacks combat style (crossbow[APG]), favored enemies (giants +6, goblinoids +2, orcs +2), hatred, quarry
Ranger Spells Prepared (CL 11th; concentration +14)
4th—freedom of movement
3rd—instant enemy[APG], second wind
2nd—communal ant haul[UC], barkskin, eagle eye[APG]
1st—abundant ammunition[UC], gravity bow[APG], liberating command[UC], nature's paths
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 14, Int 10, Wis 16, Cha 8
Base Atk +14; CMB +16; CMD 34 (38 vs. bull rush, 38 vs. trip)
Feats Alertness, Crossbow Mastery[APG], Deadly Aim, Endurance, Improved Critical (heavy crossbow), Improved Precise Shot,
Iron Will, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (heavy crossbow)
Traits indomitable faith, poverty-stricken
Skills Acrobatics +6 (+2 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +9, Handle Animal +12,
Heal +14, Knowledge (dungeoneering) +15, Knowledge (geography) +15, Knowledge (nature) +15, Linguistics +3, Perception +24
(+26 to notice unusual stonework), Sense Motive +5, Spellcraft +5, Stealth +15, Survival +20 (+22 to avoid becoming lost),
Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Goblin, Orc
SQ camouflage, favored terrains (cold +2, forest +2, mountainous +6), hunter's bond (badger named Animal Companion), swift
tracker, track +7, wild empathy +14, woodland stride
Combat Gear clockwork key, pearl of power (1st level), pearl of power (2nd level), potion of fly, scroll of neutralize
poison, wand of cure light wounds, wand of feather step (50 charges), smokestick, weapon blanch (adamantine)[APG]; Other
Gear +5 mithral chain shirt, +1 greataxe, +1 light mace, +5 flaming burst heavy crossbow, crossbow bolts (40), dagger,
amulet of natural armor +3, belt of incredible dexterity +4, clear spindle ioun stone, cloak of resistance +1, cracked
incandescent blue sphere ioun stone, dark blue rhomboid ioun stone, efficient quiver, escape ladder[UE], ring of
protection +2, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, grappling bolt[UE], grappling hook, hemp
rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 29,634 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does
not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Giants +6) (Ex) +6 to rolls vs. giants foes.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. orcs foes.
Favored Terrain (Cold +2) (Ex) +2 to rolls when in cold terrain.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Favored Terrain (Mountain +6) (Ex) +6 to rolls when in mountainous terrain.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and
shield bonuses to AC.
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.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
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.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +7 Add the listed bonus to Survival checks made to track.
Wild Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.