Full Name |
Jostrum Finderwell |
Race |
Half-Elf |
Classes/Levels |
Ranger 7 (Nirmathi Irregular) |
Gender |
AC24/Touch17/Flat19/CMD27||HP53[53]|Fort:+7;Ref:+11;Will:+5 (+2 vs encht)|Percept+17|Init+5| |
Size |
Medium |
Age |
24 |
Alignment |
N |
Deity |
Erastil, Brigh |
Languages |
Common, Elven |
Strength |
14 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
10 |
About Jostrum Finderwell
Jostrum Finderwell
PFS# 86114-3
Half-elf ranger (nirmathi irregular) 7
N Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +17
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Defense
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AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +1 insight, +1 natural)
hp 53 (7d10+7)
Fort +7, Ref +11, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee club +9/+4 (1d6+2) or
. . kukri +9/+4 (1d4+2/18-20) or
. . mwk cold iron longsword +10/+5 (1d8+2/19-20)
Ranged +1 adaptive composite longbow +13/+8 (1d8+3/×3)
Special Attacks combat style (archery), favored enemy (humans +4)
Ranger (Nirmathi Irregular) Spells Prepared (CL 4th; concentration +6)
. . 2nd—barkskin, hunter's eye
. . 1st—aspect of the falcon, longstrider, snowball (DC 13)
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Statistics
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Str 14, Dex 20, Con 12, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +11; CMD 27
Feats Deadly Aim, Endurance, Improved Precise Shot, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception)
Traits mathematical prodigy, vagabond child (urban)
Skills Acrobatics +6, Climb +8, Disable Device +18, Heal +6, Intimidate +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +7, Knowledge (geography) +9, Knowledge (nature) +5, Perception +17, Spellcraft +4, Stealth +15, Survival +12; Racial Modifiers +2 Perception, forest ghost
Languages Common, Elven
SQ elf blood, favored terrain (forest +2), hunter's bond (companions), track +3, woodland stride
Combat Gear cold iron arrows (40), cold iron arrows (50), oil of daylight, potion of cure serious wounds, potion of fly (2), potion of invisibility, wand of abundant ammunition (50 charges), wand of cure light wounds, wand of gravity bow (50 charges), acid (2), air crystal, alchemist's fire, alkali flask (2), antiplague, antitoxin, holy water (2), soothe syrup, thunderstone, weapon blanch (adamantine), weapon blanch (ghost salt) (2), weapon blanch (silver); Other Gear +2 mithral chain shirt, +1 adaptive composite longbow, club, kukri, mwk cold iron longsword, dusty rose prism ioun stone, amulet of natural armor +1, belt of incredible dexterity +2, boots of the cat, cloak of resistance +1, efficient quiver, ioun torch ioun stone, ring of protection +1, wayfinder, adventurer's sash, bandolier, belt pouch, canteen, chalk, charcoal stick, earplugs, flint and steel, grappling arrow, masterwork backpack, masterwork thieves' tools, traveler's outfit, twine (50'), wrist sheath, spring loaded, wrist sheath, spring loaded, 119 pp, 6 gp, 4 sp, 5 cp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Boots of the cat When falling, always land on feet and take the minimum damage.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Forest Ghost +3 (Ex) Gain +3 bonus on all Perception and Survival skill checks made while in forest terrain.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Expendables
Wand of CLW- 40/50 chgs remain
Wand of Gravity Bow- 50/50 chrgs remain
Wand of Abundant Ammunition 50/50 chrgs remain
Ghost Touch/CI Arrows- 8/10 remain
Silver/CI- 10/10 remain
CI Arrows- 20/30 remain
Alchemist Fire- 1/1
Acid- 1/1
Alkali Flask- 1/1
Thunderstone- 1/1
Holy Water- 2/2