Race |
|
Classes/Levels |
Perception +6(8) Darkvision 60ft | Favored Enemy: Human +2 |
Gender |
HP 13/13 | AC 18/12/16 | F +4 R +4 W +4 |
Strength |
14 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
8 |
About Lup Zazhzhennaya
Appearance
Gear
Cold Iron Rhomphaia 2d4x3 P or S Brace Reach 10lbs 30g
Chainmail +6+2-5 40lbs 150g
20g
Climb (Str) +1+3+2
Knowledge (dungeoneering) (Int) +1+3+0
Knowledge (nature) (Int) +1+3+0
Perception (Wis) +1+3+2
Stealth (Dex) +1+3+2
Survival (Wis) +1+3+2
Handle Animal (Cha) +1+3-1
Knowledge (geography) (Int) +1+3+0
Defiant Luck
You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Plague Survivor
You survived an encounter with disease in a slum or contagion-prone area. You gain a +2 trait bonus on Fortitude saving throws against diseases and on Constitution checks to stabilize while dying.
Scarred Descendant
Your own people are your favored enemy. You gain a +1 trait bonus on rolls to confirm critical hits against favored enemies of your own subtype and on Survival checks made to track such creatures.
Human Ranger (Sentinel)
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Mugshot (Sp)
A sentinel can spend 1 minute studying the appearance of a target or a likeness of the target in the form of a picture, carving, or visual illusion and memorize it with perfect recall. From that point on, the sentinel gains a +4 bonus on Perception checks to notice the target in disguise or pick him out of a crowd. The sentinel is automatically allowed a Perception check against the target’s Disguise check whenever she sees the target, even if the individual isn’t doing anything to draw attention to himself. A sentinel can memorize the appearance of a number of targets equal to her Wisdom modifier (minimum 1) at any given time. Once a sentinel has reached her maximum number of memorized appearances, she must forget one of the memorized faces before gaining a new one.
This ability replaces wild empathy.
Dimdweller
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Shadowhunter
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.