Droogami

Mandra the Shredder's page

28 posts. Alias of Zain Ashvale.


About Mandra the Shredder

Mandra the Shredder
Female Catfolk Ranger(Skirmisher) 5
CN Medium Humanoid(Catfolk)
Init: +3(+5*); Senses: low-light vision; Perception +10{+12/14/16/12/14**}
*In Urban Areas
*In Urban Areas/Against Humans/Against Humans in Urban Areas/Against Animals/Against Animals in Urban Areas

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP: 60 (5d10+5+5)
Fort +5(+9*), Ref +7, Will +1
Resistances: None
*See Endurance

Offense
Speed 30 ft. (30 ft. in armor)*
*+10 ft while taking a charge, run, or withdraw action.

Melee:
2 Claws +11(+15/13*)(1d6+6{+10/8*})
*Against Humans/Against Animals

Special Attacks:
Favored Enemy(Humanoid: Human, +4), Favored Enemy(Animal +2)

Statistics:
Str 16, Dex 16, Con 12, Int 8, Wis 10, Cha 10

Base Atk +5; CMB +8(+10*); CMD 21(23*)
*While grappleing / Against grapple attempts.

Feats:
Aspect of the Beast*
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Endurance**
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Improved Natural Attack(Claws) Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Grapple You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

*Combat Style Feat
**Ranger Bonus Feat

Skills:
Perception: +10(5 Ranks, +3 Class Skill, +2 Racial){+12/14/12/16*}
Stealth: +11(5 Ranks, +2 Class Skill, +3 Dex, +2 Racial, -1 Armor){+13}
Intimidate: +4(1 Ranks, +3 Class Skill)
Survival: +10(5 Rank, +2 Racial, +3 Class Skill){+12/14/12/16/14*}
Acrobatics: +5 (3 Rank, +3 Dex, -1 Armor)
Handle Animal: +5 (2 Ranks, +3 Class Skill)
Climb: +8 (3 Ranks, +3 Str, +3 Class Skill, -1 Armor)

*In Urban Areas/Against Humans/Against Animals/Against Humans in Urban Areas/Against Animals in Urban Areas

Languages:
Common, Catfolk

Gear:
Permanant Greater Magic Fang, CL12 (10,000 GP): Applied to Claw attack.
+1 Chain Shirt(1,250 GP)
750GP

Weight 25lbs

Encumbrance
Carried: 25 lb
Light: 0-76 lb
Medium: 77-153 lb
Heavy: 154-230 lb

Special Qualities/Class Abilities/Racial Traits:
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.

Sprinter (Ex) A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
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.
Favored Enemy{Humanoid: Human}
Favored Enemy{Animal}

Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style: Natural WeaponIf the Ranger selects natural weapon [APG] style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast [APG], Improved Natural Weapon [APG], Rending Claws [APG], and Weapon Focus. At 6th level, he adds Eldritch Fangs [APG] and Vital Strike to the list. At 10th level, he adds Multiattack [APG] and Improved Vital Strike to the list.
Combat Style Feat (Ex) Aspect of the Beast
Favored Terrain (Ex) 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 his favored 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.
Favored Terrain(Urban)

Hunter's Bond (Ex) Animal Companion - Small Cat (Leopard)
Hunter’s Tricks At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.
2/Day
Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Khan:
Khan
Male Leopard Animal Companion 3HD
N Small Animal
Init: +9; Senses: low-light vision, scent; Perception +5

Defense
AC 16, touch 15, flat-footed 11 (+1 Natural, +5 Dex)
HP: 27 (3d8+3)
Fort +4, Ref +8, Will +2
Resistances: None

Offense
Speed 50 ft.

Melee:
Bite +5(1d4+0) plus Trip
2 Claws +5(1d2+0)

Special Attacks:
Trip (Ex)
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Statistics:
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6

Base Atk +2; CMB +3; CMD 18

Feats:
Weapon Finnesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Improved initiative You get a +4 bonus on initiative checks.

Tricks
Attack

Skills:
Acrobatics +9(1 Rank, +3 Class Skill, +5 Dex)
Perception +5(1 Rank, +3 Class Skill, +1 Dex)
Stealth +9(1 Rank, +3 Class Skill, +5 Dex)

Languages:
None

Gear:
None

Special Qualities/Class Abilities/Racial Traits:
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Low-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.