Kaigon the Miscreant

Hasslo Holt's page

207 posts. Alias of MauveAvengr.


Full Name

Hasslo Holt

Race

HP 52/74 | AC 23 T 12 FF 22 (+4 vs Giants) | CMD 22 | Fort +10 (+2 vs Poison/Disease) Ref +9 Will +6 / + 4 vs Poison/Spells/SLAs| Perc +14 | Init +1 |

Classes/Levels

Speed 20ft | Spells: 1st: 2/2 ; 2nd 1/1 | CLW: 38/50 | Longstrider: 47/50| Favored Terrain: Forest/Mountains | Active Conditions: None.

Gender

NG male dwarf ranger (guide) 8 |

Size

M

Age

45

Alignment

NG

Deity

Trudd

Location

Sandpoint

Languages

Common, Dwarven, Giant

Occupation

Guide

Strength 19
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 17
Charisma 8

About Hasslo Holt

Character Sheet

Hasslo Holt
NG Male Dwarf Ranger
Init +1 = +1 (Dex)
Perception +14 = +8 (ranks) + 3 (class) + 3 (Wis)

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DEFENSE

Spoiler:

AC 23 = 10 + 8 (armor) + 2 (shield) + 1 (Dex) + 1 (natural armor) + 1 (deflection) touch 12, flat-footed 22
* +4 dodge bonus to their AC against monsters of the giant subtype (Defensive Training).

HP 67 (8 * 1d10+2 (CON) + 8(FCB))
[+8 HP, favored class @ lvl 1-7]

Fort +10 = 6 (Ranger 8) + 2 (Con) + 2 (cloak of resistance)
* +2 trait bonus on Fortitude saves against disease and poison (Hagfish Hopeful).
Ref +9 = 6 (Ranger 8) + 1 (Dex) + 2 (cloak of resistance)
Will +6 = 2 (Ranger 8) + 2 (Wis) + 2 (cloak of resistance)

* +2 racial bonus on saving throws against poison (Hardy).

* +4 racial bonus on saving throws against spells and spell-like abilities (Steel Soul).

CMD 24 = 10 + 8 (BAB) + 5 (Str) + 1 (Dex)
* 4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground (Stability).

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OFFENSE

Spoiler:

Speed 20'
BAB: +8
CMB: +13 = 8 (BAB) + 5 (Str)

Melee Attacks:
+1 Dwarven Double Waraxe
Melee: Attack +14 = 8 (BAB) + 5 (Str) + 1 (magic) Dmg 1d10+6 (x3)
One-handed, martial, S, 12 lbs

+1 Bashing Dwarven War-shield
Melee: Attack +14 = 8 (BAB) + 5 (Str) + 1 (magic) Dmg 1d10+6 (x2)
Light, martial, P/S, 8 lb.

Spiked Gauntlet
Melee: Attack +13 = 8 (BAB) + 5 (Str) Dmg 1d4+5 (x2)
Light, simple, P, 1 lb.

Ranged Attacks:
Sling
Ranged: Attack +9 = 8 (BAB) + 1 (Dex) Dmg 1d4+5 (x2); Range: 50 ft; thrown
Ranged, simple, B, 0 lbs.
* if using stones, -1 penalty on attack rolls and 1d3+3 dmg.

Full attack action
Two-Weapon Fighting, Improved Two-Weapon Fighting
----
+1 Dwarven Waraxe (Primary)
Melee: Attack +12 = 8 (BAB) + 5 (Str) - 2 (TWF penalty) + 1 (magic) Dmg 1d10+6 (x3)
----
+1 Ramming Dwarven War-shield (Off-hand)
Melee: Attack +11 = 8 (BAB) + 5 (Str) - 2 (TWF penalty) Dmg 1d6+2 (x2)
----
+1 Dwarven Waraxe (Primary)
Melee: Attack +7 = 3 (BAB) + 5 (Str) - 2 (TWF penalty) + 1 (magic) Dmg 1d10+6 (x3)
----
+1 Bashing Dwarven War-shield (Off-hand)
Melee: Attack +6 = 3 (BAB) + 5 (Str) - 2 (TWF penalty) Dmg 1d6+2 (x2)
----

* 3/day - as a swift action, designate creature as focus. Gain +4 bonus on attacks/damage rolls (Ranger's Focus).
* +1 bonus on attack rolls against humanoids with the giant subtype (Giant Hunter)

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SKILLS

Spoiler:

7 per level = +6 (Ranger) + 1 (Int)

✓ Climb +16 = 8 (ranks) + 3 (class) + 5 (Str)
✓ Handle Animal background +10 = 8 (ranks) + 3 (class) - 1 (Cha)
✓ Knowledge (Dungeoneering) +9 = 5 (ranks) + 3 (class) + 1 (Int)
✓ Knowledge (Geography) background +12 = 8 (ranks) + 3 (class) + 1 (Int)
☐ Knowledge (History) +2 = 1 (rank) + 1 (Int)
..* +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. (Lorekeeper)
✓ Knowledge (Nature) +12 = 8 (ranks) + 3 (class) + 1 (Int)
✓ Perception +14 = 8 (ranks) + 3 (class) + 3 (Wis)
..* 2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. (Stonecunning)
✓ Profession (Guide) +7 = 1 (rank) + 3 (class) + 3 (Wis)
✓ Spellcraft +5 = 1 (rank) + 3 (class) + 1 (Int)
✓ Stealth +12 = 8 (ranks) + 3 (class) + 1 (Dex)
✓ Survival +14 = 8 (ranks) + 3 (class) + 3 (Wis)
..* A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. (Track)
..* +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype (Giant Hunter)
✓ Swim +16 = 8 (ranks) + 3 (class) + 5 (Str)

ACP: -3 (+1 breastplate))

Ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

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SPELLS

Spoiler:

1st Level Spells:
Spell Save DC 13
Spells per day: 3 (2 (ranger) + 1 (bonus))

-Entangle
-Resist Energy
-Speak with Animals

2nd Level Spells:
Spell Save DC 14
Spells per day: 2 (1 (ranger) + 1 (bonus))

-Protection from Energy
-Stone Call

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FEATS, TRAITS, etc.

Spoiler:

Power Attack Level 1
You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls.

Two-Weapon Fighting Level 2 - Ranger Combat Style
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Improved Shield Bash Level 3
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Endurance Level 3 - Bonus Ranger Feat
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Steel Soul Level 5
Hasslo receives a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Improved Two-Weapon Fighting Level 6 - Ranger Combat Style
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Shield Slam Level 7
Any opponents hit by shield bash are also hit with a free bull rush attack, substituting an attack roll for the combat maneuver check. Does not provoke an attack of opportunity. Opponents who cannot move back are knocked prone after moving the maximum possible distance. May choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

ABILITIES
Ranger's Focus (Ex) Ranger 1

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.

Track (Ex) Ranger 1
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex) Ranger 1
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.

Combat Style (Ex) Ranger 2

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Terrain Ranger 3

Favored terrain: Forest (coniferous and deciduous), Mountains

At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Terrain Bond (Ex) Ranger 4

At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger’s allies leave no trail and can’t be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.

Woodland Stride (Ex) Ranger 7

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex) Ranger 8

Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

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TRAITS
Hagfish Hopeful (Campaign): Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison

Mighty Protector (Religion): When you were too young to fight, you witnessed a great tragedy befall an innocent and you swore to Trudd you’d become strong enough to prevent something like that from happening again. Once per day when you hit a foe with a melee attack, you can attempt an aid another action as a free action to increase an adjacent ally’s AC against that foe. If you succeed, you grant the ally a +4 bonus to AC instead of a +2 bonus for that round.

Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Racial Abilities
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

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DESCRIPTION

Spoiler:

Age: 45
Height: 4'2" Weight: 180 lbs
Favored Class: Ranger

Languages: Common, Dwarven (Racial), Giant (bonus)

Short and sinewy, this dwarf hails from Magnimar

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Significant Equipment

Spoiler:

* +2 Breastplate: Armor Bonus +7; Max Dex Bonus +3; Armor Check Penalty -3; Speed 20 ft./15 ft.
* +1 Bashing Dwarven War-shield: Armor Bonus +2; Max Dex Bonus —; Armor Check Penalty 0; Speed —/—

* Ring of Protection +1
* Amulet of Natural Armor +1
* Cloak of Resistance +2
* Belt of Giant Strength +2
* Headband of Inspired Wisdom +2
* Wand of Longstrider
* Boots of Striding and Springing
* Handy Haversack

* +1 Dwarven Waraxe

* Ranger's Kit: Backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 28 lbs.
* Misc.: Spiked Gauntlet, Sling, Bell, Candle, Chalk, Charcoal, Fishhook, Parchment, Sewing Needle, Signal Whistle, Tindertwig, Oil, Teapot
* Alchemical Items: Acid Flask x2, Alchemist Fire x1

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Total Gold: 11059.68 gp

Gold= 2360 gp (+1 Dwarven Waraxe) + 4200 gp (+1 Bashing Dwarven War-shield) + 1350 gp (+1 Breastplate) + 2000 gp Ring of Protection +1 + 2000 gp Amulet of Natural Armor +1 + 4000 gp Belt of Giant Strength +2 + 4000 gp Cloak of Resistance +2 + 750 gp Wand of Longstrider + 9 gp (Ranger's Kit) + 9 gp, 3 sp, 2 cp (Misc.) + 20 gp (Acid Flask) + 20 gp (Alchemist Fire) +2781.68 gp =
* Total gp: 1559.68

Encumbrance= 8 lbs (Cold Iron Dwarven Waraxe) + 8 lbs (Dwarven War-shield) + 25 lbs (Hide Armor) + 28 lbs (Ranger's Kit) + 3 lbs (Misc.) + 2 lbs (Acid Flask) + 1 lbs (Alchemist Fire) =
* 75 lbs total

Carrying Capacity = 76 lbs or less

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Next Level up (Potentially)

Spoiler:
+1 BAB; +1 Fort +1 Ref +0 Will

+7 skills: (planned - but not set in stone) Climb, Handle Animal (background), Knowledge (dungeoneering), Knowledge (geography) (background), Knowledge (nature), Perception, Stealth, Survival, Swim.

Swift Tracker (Ex)

Favored Terrain - Mountains

Botting:

Full Attack, ITWF, Power Attack

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[dice=+1 Dwarven Double Waraxe] 1d20 + 14 - 2 - 3 [/dice]
[dice=slashing] 1d10 + 6 + 6 [/dice]

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[dice=+1 Ramming Dwarven War-Shield] 1d20 + 13 - 2 - 3 [/dice]
[dice=slashing] 1d6 + 2 + 6 [/dice]

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[dice=+1 Dwarven Double Waraxe] 1d20 + 9 - 2 - 3 [/dice]
[dice=slashing] 1d10 + 6 + 6 [/dice]

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[dice=+1 Ramming Dwarven War-Shield] 1d20 + 8 - 2 - 3 [/dice]
[dice=slashing] 1d6 + 2 + 6 [/dice]