About JorumBasics:
Ranger 4 NG Medium humanoid (human, humanoid) - 20 years old, 5'10", 168 lbs, black hair, hazel eyes Senses normal vision Perception +8 (expert prof +4, level +4, Wis +0) Languages hallit, dwarven ~~~~~
Defense:
HP 56 AC 21 (base 10, armor +3, trained prof +2, level +4, Dex +2 ) Fort +10 (E +4, level +4, Con +2) Ref +10 (E +4, level +4, Dex +2) Will +8 (E +4, level +4, Wis +0) ~~~~~
Offense:
Speed 25' {A} Thrown Dagger +8/+4/+0 (1d4+3 PS) versatile S, agile, thrown (30'), finesse (T +2, level +4, Dex +2) {A} Dagger +9/+5/+1 (1d4+3 PS) versatile S, agile, finesse, thrown (30') (T +2, level +4, Str +3) {A} Unarmed +9/+5/+1 (1d4+3 B) agile, finesse, nonlethal, unarmed (T +2, level +4, Str +3) {A} Shortsword +9/+5/+1 (1d6+3 S) versatile S, agile, finesse (T +2, level +4, Str +3) {A} Longbow +8/+3/-2 (1d6 P) deadly d10 (T +2, level +4, Dex +2) Agile
Finesse
Nonlethal
Unarmed
Versatile
Deadly
~~~~~
Statistics:
Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 14 (+2) ~~~~~
Ancestry - Human (Kelid):
Ethnicity: Kelid
Kellids have access to the Hallit language. Level 1 Hit Points: 8 Size: Medium Movement: 25' Ability Boosts
Languages: Hallit + Int modifier Heritage: Versatile Heritage (Sign Language)
Ancestry Feat: Natural Skill ~~~~~
Background - Northland Forager:
The vast tundra and looming mountains of the Realm of the Mammoth Lords may seem featureless and barren to the untrained eye, but you know better. You see what others don’t: nutritious roots buried beneath muddy reeds, succulent bird eggs cradled in craggy rocks, restorative berries nestled among thorny thickets, and more. In the south, farmers toil in dusty fields to eat the same vegetables every day, but your diet is varied and you’re rarely hungry—the entire Realm is your garden. Ability Boosts:
Trained Skills:
Feat: Forager ~~~~~
Class - Ranger:
Level 1 Hit Points: 10 + Con modifier Primary Ability: Strength Basics
Skills
Offense
Defense
Ability DCs
{A} Hunt Prey
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter's Edge Flurry
Feat Twin Takedown Level 2 Class Feat: Relentless Stalker Skill Feat: Terrain Stalker Free Archetype Feat: Rogue Dedication Surprise Attack
Level 3 Iron Will
Feat: Incredible Initiative Skill Increase (Expert): Survival Level 4 Class Feat: Twin Parry Skill Feat: Experienced Tracker Archtype Feat: Basic Trickery - Twin Feint ~~~~~
Flourish
Open
Press
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) ~~~~~
Feats:
Level 1 Natural Skill (Ancestry)
Sign Language (General, Skill)
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. Forager (General, Skill)
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. {A} Twin Takedown (Ranger) - Flourish
Tame Animal (General, Skill) - Free
Critical Success: You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal would normally prey upon. This effect is permanent.
Level 2 {R} Relentless Stalker (Ranger)
Terrain Stalker: Underbrush (General, Skill)
Rogue Dedication (Archetype, Dedication, Multiclass)
Trained Skills: Craft, Deception Level 3 Incredible Initiative (General)
Level 4 {A} Twin Parry (Ranger)
Twin Feint (Rogue)
Experienced Tracker (General, Skill)
~~~~~
Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +8 (Dex +2 - T)
~~~~~
Gear:
hide armor
belt pouch
}
Appearance:
~~~~~
History:
~~~~~
Macros:
[dice={A} Unarmed Attack]1d20+9[/dice]
[dice={A} Dagger Attack]1d20+9[/dice]
[dice={A} Longbow Attack]1d20+8[/dice]
[dice={A} Shortsword Attack]1d20+9[/dice]
[dice={A} Shortsword Flurry Attack vs Prey]1d20+9[/dice]
[dice={A} Shortsword Twin Takedown - Flurry Attack vs Prey]1d20+9[/dice]
[ooc]{A} Twin Parry - +1 AC for one round[/ooc] ~~~~~
|