Kaldan Tide's page

273 posts. Alias of DBH.

Full Name

Kaldan Tide




Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 11

About Kaldan Tide


Male Half-Orc (Ulfen) ranger 3 / rogue 1. CG medium humanoid (orc, human)

Init +2; Senses Darkvision (120 ft.), Perception +8,

Languages Common, Draconic, Orc, Skald

AC 15, touch 12, flat-footed 13. hp 33 (4HD). Fort +4, Ref +7, Will +2

Speed 30 ft. (6 squares)

Melee glaive +1 (seaborne) (two handed) +8 ((two handed) 1d10+7/x3)
Melee glaive +1 (seaborne) [power attack (two-handed)] (two handed) +7 ((two handed) 1d10+7/x3)
Melee dagger (alchemical silver) +7 (1d4+3/19-20)
Ranged dagger (alchemical silver/thrown) +5 (1d4+3/19-20)
Ranged crossbow, light +5 (1d8/19-20)
Melee handaxe +7 (1d6+4/x3)
Melee dagger +7 (1d4+4/19-20)
Ranged dagger (thrown) +5 (1d4+4/19-20)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +3; CMB +7; CMD 19

Atk Options Power Attack, Monstrous Humanoid +2, Sneak Attack 1d6,
Special Actions

Abilities Str 18, Dex 14, Con 12, Int 12, Wis 13, Cha 11

Special Qualities Combat Style Feat, Darkvision, Favored Terrain (Water) +2, Finesse Training, Intimidating, Orc Blood, Orc Ferocity, Track +1, Trapfinding, Weapon Familiarity, Wild Empathy +3,

Feats Deepsight, Endurance, Power Attack, Weapon Finesse, Weapon Focus (Longspear)

Acrobatics +7,
Appraise +1,
Climb +8,
Diplomacy +4,
Disable Device +8,
Escape Artist +1,
Heal +1,
Intimidate +2,
Knowledge (Dungeoneering) +5,
Knowledge (Geography) +5,
Knowledge (Local) +7,
Knowledge (Nature) +6,
Perception +8, Perception (Trapfinding) +9,
Profession (Sailor) +5,
Ride +1,
Sense Motive +5,
Stealth +6,
Survival +8, Survival (Follow or identify tracks) +9,
Swim +12,

Possessions glaive +1 (seaborne); glaive +1 (seaborne); studded leather; outfit (explorer's); handaxe; dagger; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Canteen ; Belt Pouch [ Sewing Needle; ]; Crossbow, Light ;

Athletic: You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony. You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you
take this trait.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Favored Terrain (Water) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Monstrous Humanoid (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Strong Swimmer (Gozreh) Your faith in Gozreh's grace gives you the confidence to swim without fear. You gain a +2 trait bonus on Swim checks, and can hold your breath for an extra 2 rounds when underwater.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.