| Race |
Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) |
| Classes/Levels |
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities |
| Gender |
Male Dwarf ranger 2 |
About Jarsk
Jarsk
Dwarf ranger 2
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 22 (2d10+6)
Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee cold iron battleaxe +4 (1d8+2/×3) or
dagger +4 (1d4+2/19-20) or
mwk silver warhammer +5 (1d8+3/×3)
Ranged mwk composite longbow +5 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (evil outsiders +2), hatred
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Statistics
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Str 14, Dex 14, Con 16, Int 13, Wis 15, Cha 7
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Deadly Aim, Precise Shot
Traits comparative religion, scholar of the great beyond
Skills Acrobatics -1 (-5 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +3, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7 (+9 to notice unusual stonework), Survival +7 (+9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome
SQ track +1, wild empathy +0
Combat Gear cold iron arrows (50)-1, cold iron arrows (50), oil of magic weapon, potion of lesser restoration, wand of cure light wounds, alchemist's fire (2); Other Gear mwk breastplate, cold iron battleaxe, dagger, mwk composite longbow (+2 Str), mwk silver warhammer, wayfinder[ISWG], backpack, bedroll, belt pouch, grappling hook, hammer, ink, inkpen, piton (8), silk rope (50 ft.), silver holy symbol of Torag, trail rations, waterskin, 233 gp, 9 sp, 10 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 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.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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