Radi Hamdi

Jarha's page

1 post. Organized Play character for weasels10.


Full Name

Jarha

Race

Human

Classes/Levels

Ranger 1

Gender

Male

Deity

Pharasma

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 13
Charisma 8

About Jarha

Male Human; Medium Humanoid ( Human )
Ranger 1
Hit Dice: (1d10)+5
Hit Points: 15
Initiative: +1
Speed: Walk 30 ft.

AC:
14 (touch 11, flatfooted 13)

Attacks:
*Greatsword (two handed) +5; *Greatsword [Power Attack (Two-Handed)] (two handed) +4;

Damage:
*Greatsword (two handed) 2d6+6; *Greatsword [Power Attack (Two-Handed)] (two handed) 2d6+9;

Special Attacks:
Favored Enemy: Undead +2
Special Qualities:
Bonus Feat, Skilled, Track, Wild Empathy

Saves:
Fortitude: +4, Reflex: +3, Will: +1

Abilities:
STR 18 (+4), DEX 12 (+1), CON 14 (+2), INT 12 (+1), WIS 13 (+1), CHA 8 (-1)

Skills:
Acrobatics +0 , Climb +3 , Escape Artist +0 , Fly +0 , Handle Animal +3 , Intimidate +3 , Knowledge (History) +6 , Knowledge (Nature) +5 , Knowledge (Religion) +6 , Perception +5 , Ride +0 , Stealth +4 , Survival +5 , Survival (Follow or identify tracks) +6 , Swim +3

Feats:
Power Attack, Toughness

Possessions: Greatsword; Studded Leather; shortbow, Arrows (20), Heavy Mace, Holy Water, Trail Rations (5)

Special Abilities:

Ancient Historian (Scarab Sages Faction) You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.
Bonus Feat Humans select one extra feat at 1st level.
Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.