![]()
About Kagrenac the HunterBasics:
HP: 12+8+8+8+8+9+5+5+5+8= 76/76 Raging: 88 Fort: 2+6+1=9
AC: 21=10+7 (Mithral Grafted Full Plate)+2 Dex+2 Nat Arm
Base Melee: 5 (STR)+7 (BAB)= 12
Speed: 70ft.
Light Load: 153lbs.
Attacks:
Skills:
Acrobatics: 2 R+2 Dex+3 Trained= 8 Craft Weapons: 1+1+3= 5 Craft Armour: 2+1+3= 6 Disable Device: 7 R+2 Dex+3 Trained+2 Mwk= 14 Heal 1+2+3= 6 K(Geography): 6 R+1 Int+3=10 K(Nature): 1R+1+3=5 Perception: 7 R +2 +3 +1=13 Stealth: 7+2+3=12 Survival: 7+2+3+2 Survival Kit+1=15 Swim: 1R-4+4+3=4 Feats:
Power Attack (-2, +4) Combat Reflexes (3 AoO per round!) Mythic Power Attack (Replace Power Attack with -2, +6) Big Game Hunter (+1 Atk, +2 Dmg vs. Large and Larger Creatures) Endurance (Let’s do a bunch of crazy things. Oh, and sleep in my armor) Class Features:
Favoured Terrain: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through hisfavored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Terrains Selected:
Live in Comfort (Ex)
Terrain Bond (Ex)
Able Explorer (Ex)
Class Skills
Trapfinding
Rage: 6 rounds/day
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Equipment:
Slade +1 Cold Iron Greataxe Mithral Grafted Full Plate (Medium Armor) No ACP Composite Longbow +2 (Arrows) Sap Daggers Masterwork Thieves’ Tools Masterwork Survival Kit Spade Boots of Friendly Terrain (Water) Swarm-Bane Clasp Portable Ram CMW Potions (x2) CLW Potion Handaxe Racial:
Craftsman: Kuur-Khana gain a +2 bonus on all craft and profession checks made to craft objects out of metal or stone. Dense Bones: Kuur-Khana take a -4 penalty on all Swim checks. Desert Runner: Kuur-Khana receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Exotic armor: Kuur-khana are considered non proficient in armor unless it has been re-sized for them (Double price). Additionally, Kuur-Khana gain proficiency in grafted armor. Iron skeleton: The DC to confirm a critical hit against a Kuur-Khana is increased by 2. Magically Inept: Kuur-Khana are unable to cast arcane spells. They cannot prepare arcane spells nor receive spells per day from arcane spontaneous casting classes. They are treated as having no caster level for purposes of Use Magic Device. They cannot receive Spell-like abilities from any class. Improved Natural Armor: Kuur-Khana gain a +2 natural armor bonus to AC. Null magic: Kuur-Khana gain spell resistance equal to 11 + total character level. This spell resistance applies only against spells and not spell-like abilities, and cannot be lowered voluntarily. In addition, a Kuur-Khana cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Weapon Familiarity: Kuur-Khana treat any weapon with the word “Khana” in its descriptor as a martial weapon. Traits:
Desert dweller: You grew up in a region that was hot and arid, perhaps one of the great prominent deserts. +2 bonuses to survival (general) and +4 bonus to survival checks made to find water in deserts. (Trait bonuses, +2 and +4 bonuses do not stack). Armor Expert: Armor check penalties for armor you wear are reduced by 1, to a minimum of 0. Veteran Desert Guide: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in desert terrain. One of these skills becomes a class skill for you. Mythic Path Abilities:
Mythic Power: 7 Fleet Charge:
Impossible Speed:
Mythic Sustenance:
|