Race |
HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy) |
Strength |
15 |
Dexterity |
15 |
Constitution |
11 |
Intelligence |
12 |
Wisdom |
18 |
Charisma |
12 |
About Ixotl
Ixotl
male wood elf ranger 4
medium uncivilized humanoid
HP 28/14/7
AC 20 / FF 18 / T 16 [+4 armor, +2 dex, +4 insight]
(+2 dodge vs surprise, traps, crits. Only flatfooted if immobilized/feinted. +1 dodge when 2+ adjacent foe)
BAB +4, CMB +6, CMD 16
Fort +4, Ref +6, Will +3, Intu +8 (+2 dodge reflex vs traps, immune magic sleep)
Init +2 (+2 insight vs surprise, +2 competence in jungle/urban)
Speed 30 ft
Attacks
Sling +1 (60 ft ranged): +10 (4+4+1+1), 1d6+5 (2+2+1) bludgeoning, x3 crit, reload partial
* Point Blank Shot: +1 atk/dmg within 30 ft
* Quarry (partial action to set): +2 atk/+4 dmg
* Favored Enemy: consider all civilized humanoids quarry
* Staggering Strike (partial action): Fort DC 14 or flatfooted till start of next turn
* Knockout Blow (full round action): double damage + apply staggering strike
* Killing Stroke (partial action): coup de grace vs helpless (within point blank range)
-- Consider helpless @ BAB: 6/stunned, 11/dazed (+ death attack), 16/staggered, 21/flatfooted
-- Study while hidden for +5 effective BAB/consecutive round. Apply staggering strike first
-- Death attack: Fort DC 15 + damage dealt or die.
* Crowd Control: +1 atk when adjacent to two or more opponents.
* Life Drinker: Reduce foe to -1 hp or below: additional 3d6 negative energy damage
-- If kills: gain +2 str & (+1d6 temp HP & lasts 10 min)/HD
Sling +1 (melee): +8 (4+2+1+1), 1d6+5 (2+2+1) bludgeoning, x2 crit
* same modifiers as above (except point-blank shot)
* counts as light flail
Macauhuitl (melee): +6, 1d10+3 bludgeoning & piercing, 19/20x2 crit, two-handed, wood & obsidian(stone)
* same modifiers as sling (except point blank shot and life drinker)
* fragile: breaks on natural 1, or break to confirm crit
Racial Abilities
Languages: Common, Tuelvi, Sylvan
Favored Terrain: Jungle +2
Favored Enemy: consider all civilized humanoids quarry
Endure Elements
Light Sensitivity
Low-Light Vision
Keen Senses: +2 Perception, at-will 'know direction'
Martial Proficiency: bows & slings, heavy clubs, daggers, hand axes
Exotic Proficiency: sling
Attributes: 15, 15, 11, 12, 18, 12
Ranger Abilities
Saving Throws: +2 Fort, Ref, Intu
Bonus Skills: Endurance, Handle Animal, Perception, Planar Sense, Stealth, Survival
Class Skills (2+Int/lvl): Athletics, Bluff, Concentration, Craft(any), Disable Device, Escape Artist, Heal, Knowledge(any), Profession(any), Spellcraft, Streetwise
Proficiency: Martial proficiency all weapons, light armor, traded medium armor and shield proficiency for Canny Defense (Wisdom)
Spellcasting: Spontaneous divine caster, wisdom attribute
Alertness
Favored Terrain: Urban +2
Mark of the Wild: Leadership (Handle Animal), animal cohort
Ranger Lore: 1) Improved Empathic Link, 3) Point-Blank Shot
Combat Style feat: 2) Knockout Blow
Quarry: +2 atk/+4 dmg. +2 Bluff, Knowledge, Perception, Perform(acting), Stealth, Survival
Tracker: Skill Focus(Survival), track lingering magical auras
Tireless: Skill Focus(Endurance), immune magical sleep, no -10 Perception while asleep
Direction sense: always generally know where you are, know north
Low-Light Vision: stacks to superior low-light vision
Ability score increase (4th): +1 wisdom
Spells
Spell capacity: 2
Orisons: 4 known, at will
detect magic
naturewatch
stabilize
penumbra
1st level: 1 known, 4+1/day
cure light wounds
Skills (ranks, ability, class, bonus)
Acrobatics +2 (0+2) *
Athletics +9 (4+2+3) * "
Bluff +1 (0+1) " ^
Concentration +8 (4+1+3)
Diplomacy +1 (0+1) " ^
Endurance +10 (4+0+3+3)
Handle Animal +8 (4+1+3)
Knowledge 1 (0+1) ^
Perception +13 (4+4+3+2) * " ^
Perform(acting) +1 (0+1) ^
Planar Sense +11 (4+4+3)
Stealth +9 (4+2+3) * " ^
Streetwise +8 (4+1+3) "
Survival +14 (4+4+3+3) * " ^
Favored Terrain/Favored Enemy
Skills: Can always take 10, can always stealth (even observed)
* +2 competence in Jungle
-- Speak with animals & will
-- Woodland stride: movement not impeded by undergrowth
" +2 competence in Urban
-- Pass as local: auto disguise (10+steath mod)
-- Crowd control: movement not impeded by crowds
^ + 2 insight vs quarry/civilized humanoids
-- Can track wounded quarry who escapes.
-- Detect quarry in 20 ft cone. Second round: location & status
Feats (r: ranger, e: exotic proficiency)
1) Weapon Specialization (sling)
1r) Alertness
1r) Leadership (Handle Animal)
1r) Canny Defense(Wisdom)
1e) Staggering Strike
2r) Skill Focus (Survival)
2r) Knockout Blow
3) Killing Stroke
3r) Skill Focus (Endurance)
3r) Point-Blank Shot
Animal Cohort
wood owl CR 1/2 (as eagle, with stealth instead of perception)
level to CR 1
Equipment
Numen par 5400
sling +1 [2000], life-drinker [3000]
found
studded leather armor +1 [1000]