Full Name |
Kermit |
Race |
Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 |
Classes/Levels |
Ranger 6 |
Gender |
Male |
Size |
Small |
Age |
25 |
Alignment |
Choatic Good |
Deity |
Erastil |
Languages |
Common, Boggard, Sylvan |
Strength |
12 |
Dexterity |
20 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
15 |
Charisma |
10 |
About Kermit Grippli
Kermit
Male grippli ranger (beast master) 6 (Pathfinder RPG Advanced Player's Guide 124, Pathfinder RPG Bestiary 2 149)
CG Small humanoid (grippli)
Init +5; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 22, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 size)
hp 46 (6d10+6)
Fort +6, Ref +10, Will +5
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Offense
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Speed 30 ft., climb 20 ft.
Melee club +8/+3 (1d4+1) or
dagger +8/+3 (1d3+1/19-20) or
short sword +8/+3 (1d4+1/19-20)
Ranged +1 darkwood composite longbow +13/+8 (1d6+2/×3)
Special Attacks combat style (archery), favored enemies (boggard +4, undead +2)
Ranger (Beast Master) Spells Prepared (CL 3rd; concentration +5)
1st—gravity bow[APG], speak with animals
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Statistics
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Str 12, Dex 20, Con 13, Int 12, Wis 15, Cha 10
Base Atk +6; CMB +6; CMD 22
Feats Boon Companion[UW], Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits indomitable faith, trench navigator
Skills Acrobatics +14, Climb +9, Handle Animal +7, Heal +9, Knowledge (geography) +9, Knowledge (nature) +10, Linguistics +4, Perception +11, Profession (gardener) +3, Stealth +14, Survival +10, Swim +11; Racial Modifiers +6 Swim
Languages Boggard, Common, Goblin, Grippli, Halfling, Varisian
SQ favored terrain (swamp +2), grippli ranger, improved empathic link, jumper[ARG], swamp stride, track +3, wild empathy +6
Combat Gear pearl of power (1st level), potion of water breathing, wand of cure light wounds, alchemist's fire (2), alkali flask[APG]; Other Gear +2 studded leather, +1 darkwood composite longbow (+1 Str), club, dagger, short sword, belt of incredible dexterity +2, ring of protection +1, backpack, bedroll, cold weather outfit, flint and steel, grappling hook, pot, 4,608 gp
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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.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Boggard +4) (Ex) +4 to rolls vs. boggard foes.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Favored Terrain (Swamp +2) (Ex) +2 to rolls when in swamp terrain.
Grippli Ranger Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).
Improved Empathic Link (Su) You have an empathic link with all your companions and can see through their eyes.
Jumper You always are considered to have a running start when jumping.
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.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swamp Stride (Ex) Not slowed by difficult terrain in swamps, unless magically manipulated.
Track +3 Add the listed bonus to Survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
animal companion:
Giant gecko (Pathfinder RPG Bestiary 3)
N Medium animal
Init +3; Senses low-light vision; Perception +10
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Defense
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AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 39 (6d8+12)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +7 (2d6+4)
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Statistics
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Str 17, Dex 16, Con 14, Int 2, Wis 14, Cha 7
Base Atk +4; CMB +7; CMD 20 (24 vs. trip)
Feats Acrobatic, Jumper, Skill Focus (Perception)
Tricks Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay
Skills Acrobatics +9 (+13 to jump), Climb +8, Fly +5, Perception +10, Swim +7
SQ attack any target, come, defend, devotion, down, expert climber, fetch, guard, heel, stay
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
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. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Jumper Always count as having a running start when making jump checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stay [Trick] The animal will stay where it is.