Swampwalker

Kaelen Ravi'qen's page

1 post. Organized Play character for WillDH.


Full Name

Kaelen Ravi'qen

About Kaelen Ravi'qen

Kaelen Ravi'qen
Male half-elf ranger 12
NG Medium humanoid (elf, human)
Init +12; Senses low-light vision; Perception +39
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Defense
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AC 26, touch 17, flat-footed 20 (+6 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural, +2 shield)
hp 109 (12d10+33)
Fort +11, Ref +15, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 keen adamantine nodachi +15/+10/+5 (1d10+4/15-20) or
. . light mace +14/+9/+4 (1d6+2)
Ranged +2 holy darkwood composite longbow +21/+16/+11 (1d8+4/×3 plus 2d6 vs. evil)
Special Attacks combat style (archery), favored enemies (goblinoids +2, humans +4, undead +4), quarry
Ranger Spells Prepared (CL 9th; concentration +13)
. . 3rd—instant enemy[APG], strong jaw[APG] (DC 17)
. . 2nd—arrow eruption[APG], cat's grace, hunter's eye[APG]
. . 1st—hunter's howl[APG] (DC 15), magic fang (2)
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Statistics
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Str 14, Dex 22, Con 15, Int 12, Wis 18, Cha 8
Base Atk +12; CMB +14; CMD 32
Feats Alertness, Boon Companion[UW], Dodge, Endurance, Improved Initiative, Manyshot, Precise Shot, Rapid Shot, Sharp Senses[APG], Skill Focus (Perception), Weapon Focus (longbow)
Traits observant, reactionary
Skills Acrobatics +7, Climb +9, Handle Animal +11, Heal +8, Intimidate +5, Knowledge (arcana) +2, Knowledge (dungeoneering) +8, Knowledge (geography) +9, Knowledge (nature) +16, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +2, Perception +39, Profession (Animal Trainer) +10, Ride +10, Sense Motive +10, Spellcraft +5, Stealth +25, Survival +19 (+21 to avoid becoming lost), Swim +7; Racial Modifiers +4 Perception
Languages Abyssal, Common, Dwarven, Elven
SQ camouflage, elf blood, favored terrains (forest +2, urban +4), hunter's bond (wolf named Winter), swift tracker, track +6, wild empathy +11, woodland stride
Combat Gear adamantine arrows (33), cold iron arrows (11), ghost salt blanched arrows (19), potion of cure serious wounds, potion of fly (3), potion of resist fire 20, scroll of animal growth, scroll of breath of life, scroll of carry companion, silver arrows (20), wand of aspect of the falcon (44 charges), wand of cure light wounds (29 charges), wand of endure elements (50 charges), wand of feather step (43 charges), wand of gravity bow (42 charges), alchemist's fire (5), antiplague[APG] (2), antitoxin (12), tanglefoot bag (2); Other Gear +2 darkleaf cloth lamellar (leather) armor[UC], +1 darkwood buckler, +1 keen adamantine nodachi[UC], +2 holy darkwood composite longbow (+2 Str), arrows (91), blunt arrows[APG] (15), light mace, amulet of natural armor +1, bead of newt prevention[UE], beast-bond brand[UE], belt of incredible dexterity +4, boots of the cat[UE], cloak of elvenkind, efficient quiver, eyes of the eagle, headband of inspired wisdom +4, ioun torch ioun stone[APG], ring of protection +1, traveler's any-tool[UE], wayfinder[ISWG], bedroll, belt pouch, belt pouch, fishhook (5), flint and steel, grappling hook, masterwork backpack[APG], pot, silk rope (100 ft.), torch (3), trail rations (13), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 7,115 gp, 5 sp, 5 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +6 Add the listed bonus to Survival checks made to track.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

-----Animal Companion------

Winter CR –
Female wolf
N Large animal
Init +4; Senses low-light vision, scent; Perception +9
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Defense
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AC 31, touch 14, flat-footed 26 (+5 armor, +4 Dex, +1 dodge, +12 natural, -1 size)
hp 95 (10d8+50)
Fort +11, Ref +11, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +14/+9 (1d8+10 plus trip)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 25, Dex 19, Con 19, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +15; CMD 30 (34 vs. trip)
Feats Combat Reflexes, Dodge, Mobility, Toughness, Weapon Focus (bite)
Tricks Attack, Attack Any Target, Come, Defend, Down, Flank, Guard, Heel, Seek, Stay
Skills Acrobatics +8 (+16 to jump), Climb +11, Perception +9, Stealth +5, Survival +1 (+5 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, come, defend, devotion, down, flank, guard, heel, seek, stay
Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], dire collar[ACG]
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

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