About Hasslo HoltCharacter Sheet Hasslo Holt
======================================================= DEFENSE
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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))
Fort +10 = 6 (Ranger 8) + 2 (Con) + 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)
======================================================= OFFENSE
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Speed 20' BAB: +8 CMB: +13 = 8 (BAB) + 5 (Str) Melee Attacks:
+1 Bashing Dwarven War-shield
Spiked Gauntlet
Ranged Attacks:
Full attack action
* 3/day - as a swift action, designate creature as focus. Gain +4 bonus on attacks/damage rolls (Ranger's Focus).
======================================================= SKILLS Spoiler:
7 per level = +6 (Ranger) + 1 (Int) ✓ Climb +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). ======================================================= SPELLS
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1st Level Spells:
-Entangle
2nd Level Spells:
======================================================= FEATS, TRAITS, etc.
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Power Attack Level 1
Two-Weapon Fighting Level 2 - Ranger Combat Style
Improved Shield Bash Level 3
Endurance Level 3 - Bonus Ranger Feat
Steel Soul Level 5
Improved Two-Weapon Fighting Level 6 - Ranger Combat Style
Shield Slam Level 7
ABILITIES
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
Wild Empathy (Ex) Ranger 1
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. ======================================================= TRAITS
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
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.
======================================================= DESCRIPTION
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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
======================================================= Significant Equipment
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* +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
* +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.
======================================================= Total Gold: 11059.68 gp
Carrying Capacity = 76 lbs or less ======================================================= 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 ------- [dice=+1 Dwarven Double Waraxe] 1d20 + 14 - 2 - 3 [/dice]
--- [dice=+1 Ramming Dwarven War-Shield] 1d20 + 13 - 2 - 3 [/dice]
--- [dice=+1 Dwarven Double Waraxe] 1d20 + 9 - 2 - 3 [/dice]
--- [dice=+1 Ramming Dwarven War-Shield] 1d20 + 8 - 2 - 3 [/dice]
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