Survivor

Melkorka's page

7 posts. Alias of parrot familiar.


Full Name

Melkorka

Classes/Levels

hp 51/51| ac 18 (t 11 ff 17) | ini 6| perc 6| f 7 r 9 w 6 | shift 4/4| focus 2/2 | perf (lingers) 5/5 | hero 1

About Melkorka

Statistics:
Female Human Ranger 5 (Guide, Skirmisher)/Bard 1 (Northlands Skald)

NG Medium Humanoid

Init +7; Senses Perception +3
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DEFENSE
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AC 19, touch 13, flat-footed 14 (+4 armor, +3 dex, +1 attunement, +1 deflection)
hp 53
Fort +7, Ref +10, Will +6
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OFFENSE
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Speed 30 ft.

Melee

Atgeir (Bardiche) Power Attack= +9, d10+13 19-20x2
Atgeir (Bardiche) Normal Attack= +11, d10+7 19-20x2

Ranged

Longbow

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STATISTICS
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Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 12

Stats note: Melkorka now should fly with a 15 pt buy.

Racial +2= STR, Dual Talent +2 = Con, Child of Heroes +1 = Dex, 4th advancement +1 Wis

Base Atk +5; CMB 9 ; CMD 22

Traits

Child of Heroes +1 Dex
Rune Reader

Feats

Human: Dual Talent Alternate (Dex)
Ranger Bonus: Endurance
Ranger Combat Style: Power Attack
Combat Reflexes
Improved Initiative
Lingering Performance
Bard (Northlands Skald) Bonus: Weapon Focus: Atgeir (Bardiche)

Skills:

Skills

✓ Acrobatics DEX 8 = 2 + 4 + 2
✓ Appraise INT 4 = 0 + 1 + 3
✓ Bluff CHA 5 = 1 + 1 + 3
✓ Climb STR 7 = 4 + 1 + 2
✓ Craft (Untrained) INT 0 = 0
✓ Diplomacy CHA 8 = 1 + 4 + 3
Disable Device DEX 2 = 2 + 1 + -1
✓ Disguise CHA 5 = 1 + 1 + 3
✓ Escape Artist DEX 5 = 2 + 1 + 2
✓ Fly DEX 1 = 2 + -1
Handle Animal CHA 5 = 1 + 1 + 3
✓ Heal WIS 6 = 2 + 1 + 3
✓ Intimidate CHA 5 = 1 + 1 + 3
Knowledge (Dungeoneering) INT 5 = 0 + 1 + 4
Knowledge (Engineering) INT 5 = 0 + 1 + 4
Knowledge (Geography) INT 5 = 0 + 1 + 4
Knowledge (Nature) INT 6 = 0 + 2 + 4
✓ Knowledge (Untrained) INT 1 = 0 + 1
Linguistics(Norsk or Seagestrelander, depending) INT 4 = 0 + 1 + 3
✓ Perception WIS 6 = 2 + 1 + 3
Perform (Dance) CHA 5 = 1 + 1 + 3
Perform (Oratory) CHA 5 = 1 + 1 + 3
Perform (Sing) CHA 10 = 1 + 6 + 3
✓ Perform (Untrained) CHA 2 = 2
Profession (Barrister) WIS 6 = 2 + 1 + 3
Profession (Brewer) WIS 6 = 2 + 1 + 3
Profession (Cook) WIS 6 = 2 + 1 + 3
Profession (Herbalist) WIS 8 = 2 + 3 + 3
Profession (Sailor) WIS 6 = 2 + 1 + 3
✓ Ride DEX 5 = 2 + 1 + 2
✓ Sense Motive WIS 6 = 2 + 1 + 3
Sleight of Hand DEX 5 = 2 + 1 + 2
Spellcraft INT 4 = 0 + 1 + 3
✓ Stealth DEX 5 = 2 + 1 + 2
✓ Survival WIS 6 = 2 + 1 + 3
✓ Survival (Follow or identify tracks) WIS 8 = 2 + 1 + 5
✓ Swim STR 7 = 4 + 1 + 2
Use Magic Device CHA 5 = 1 + 1 + 3

ACP -1

Languages:
Languages Norsk, Runic, Seagestrelander

Special Abilities:

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SPECIAL ABILITIES
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Ranger's Focus:

At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

This ability replaces favored enemy.

Ranger Favored Terrain: Cold (heheh is that a terrain?)

At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

This ability replaces hunter’s bond.

Hunter's Trick

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.

Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light Medium Heavy

Atgeir (Bardiche)
Longbow
Chain Shirt
Outfit (Artisan's)
Bullet, Sling x 10
Backpack
Inkpen
Belt Pouch
Tindertwig x2
Torch
Sling
Waterskin
Dagger

Money

Background:

Appearance and Personality: