Khonnir

Melnop's page

67 posts. Organized Play character for miteke.


Full Name

Melnop

Race

| Climb +5, Handle Animal +6, Intimidate +4, Kn Dung/Geo/Nat +5, Perception +7, Ride +6, Stealth +4, Swim +6

Classes/Levels

| Active Conditions: None

Gender

N/G Male Human Ranger (Ilsurian Archer)/3 | HP: 30/30| AC/FF/T: 19/17/13 | CMB: +6, CMD: 18 | F:+5, R:+5, W:+2 | Init: +2 | Speed 20 ft

Size

Medium

Age

Middle Aged

Alignment

N/G

Languages

Common

Homepage URL

Google Docs for Melnop

Strength 17
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Melnop

Resource Tracking:

**************************************
Loot Held:
Arrow uses this chronicle:
Wand of CLW uses this chronicle:
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Melnop's family land was looted by the Aspice Consortium years ago. They invaded a tomb and made ready to walk off with our heritage. Just in time a party of Pathfinders arrived and dealt with the thieves. Their only request was to study the items and our ancestors. They even let Melnop, then 10, help. He decided then he wanted to become a Pathfinder.

Main Stats:

Melnop (141936-13) N/G Male Human Ranger (Ilsurian Archer)/3
Deity Iomedae
Faction Silver Crusade

Str 17, +3 (12[race] +5[7 points spent])
Dex 15, +2 (12[race] +3[3 points spent])
Con 14, +2 (10[race] +4[5 points spent])
Int 13, +1 (10[race] +2[3 points spent])
Wis 12, +1 (10[race] +2[2 points spent])
Cha 10, +0 (10[race] +0[0 points spent])

HP 30 (+22[3d10] +6[con] +2[favored class])
Init +2(4) (+2[dex] (+2)[favored terrain])
Senses Normal
Perception +4(6)
Speed 20 ft.
Base Attack +2
Languages Common, Taldane

Defense:

CMD 18 (10 +3[BAB] +3[str] +2[dex])
AC 19(20), flat-footed 17(18), touch 12 (10 +2[dex] +6[breastplate] (+1)[shield])
1x favored class: +1 vs. grapple or trip
Fort +5 (+2[con] +3[ranger])
Ref +5 (+2[dex] +3[ranger])
Will +2 (+1[wis] +1[ranger])
Special Saving Throw Bonuses:
  • xx

  • Offense:

    CMB +6 (+3[BAB] +3[str]);

    Normal Attacks

  • +6(8)/1d6+5(7) Longsword [crit 18-20/x2; S) (+3[BAB] +3[str] +1[mwork] -1[pwa] +(2)[evil outsider/fav en]/1d8 +3[str] +2[pwa] (+1)[whetstone] (+2)[evil outsider/fav en])

    Ranged

  • +5(12)/1d8+5(8) Composite(Str +3) Long Bow [rng: 1000 ft;crit x3; P] (+3[BAB] +2[dex] +1[mwk] -1[deadly aim] (+1)[point blank] (+2)[evil outsider/fav en] (+4)[bullseye shot]/1d8 +3[str] +2[deadly aim] (+1)[point blank] (+2)[evil outsider/fav en])

    Specials

  • Skills:

    Skill Ranks 21 = 7[6+1[int]] * 3[Ranger level]

    Acrobatics +0 (+0 ranks, +2[dex] -2[ACP/armor expert])
    Appraise +1 (+0 ranks, +1[int])
    Bluff +0 (+0 ranks, +0[cha])
    Climb +5 (+1 ranks, +3[str] +3[class], -2[ACP/armor expert])
    Craft +1 (+0 ranks, +1[int] +3[class])
    Diplomacy +0 (+0 ranks, +0[cha])
    Disable Device N/A (+0 ranks, +2[dex] -2[ACP/armor expert])
    Disguise +0 (+0 ranks, +0[cha])
    Escape Artist +0 (+0 ranks, +2[dex] -2[ACP/armor expert])
    Fly +0 (+0 ranks, +2[dex] -2[ACP/armor expert])
    Handle Animal +6 (+3 ranks, +0[cha] +3[class])
    Heal +1 (+0 ranks, +1[wis])
    Intimidate +4 (+1 ranks, +0[cha] +3[class])
    Knowledge
    - arcana N/A (+0 ranks, +1[int])
    - dungeoneering +5 (+1 ranks, +1[int] +3[class])
    - engineering N/A (+0 ranks, +1[int]])
    - geography +5 (+1 ranks, +1[int] +3[class])
    - history N/A (+0 ranks, +1[int])
    - local N/A (+0 ranks, +1[int])
    - nature +5 (+1 ranks, +1[int] +3[class])
    - nobility N/A (+0 ranks, +1[int])
    - planes N/A (+0 ranks, +1[int])
    - religion N/A (+0 ranks, +1[int])
    Linguistics N/A (+0 ranks, +1[int] - lng)
    Perception +7 (+3 ranks, +1[wis] +3[class] (+2)[favored terrain])
    Profession
    - Soldier +7 (+3 ranks, +1[wis] +3[class])
    Ride +6 (+3 ranks, +2[dex] +3[class], -2[ACP/armor expert])
    Sense Motive +1 (+0 ranks, +1[wis])
    Sleight of Hand N/A (+0 ranks, +2[dex] -2[ACP/armor expert])
    Spellcraft N/A (+0 ranks, +1[int] +3[class])
    Stealth +4 (+1 ranks, +2[dex] +3[class] (+2)[favored terrain] (+2)[favored terrain], -2[ACP/armor expert])
    Survival +5 (+1 ranks, +1[wis] +3[class])
    Swim +6 (+2 ranks, +3[str] +3[class], -2[ACP/armor expert])
    Use Magic Device N/A (+0 ranks, +0[cha])

    Notes:


  • Gear:

    Weapon Cord
    Scimitar, Masterwork Cold Iron
    Whetstone
    Longbow, Composite +3 str, masterwork
    2 Quivers of 20 cold iron arrows (0 used)
    1 Quiver of 20 ghost salted cold iron arrows
    1 Quiver of 20 alchemical sivler arrows
    Breastplate, Masterwork
    Shield, Light Steel
    Belt Pouch
    Ioun torch
    Sleeves of Many Garments
    Masterwork Backpack
    Wand of Cure Light Wounds (50 ch)
    Traveler's Any-tool
    Wayfinder
    Antiplague
    Antitoxin
    2 Holy Water
    Air Crystals
    Spring-loaded Wrist Sheath
  • Oil of Bless Weapon
    Oil of Magic Weapon
    4 Acid Flask
    Alchemical Solvent
    Alchemical Glue
    Vermin Repellent
    500 gp or equivalent

    Mule

  • Explorer's Outfit
  • Saddlebags
  • Riding Kt
  • Ranger's Kit
  • Survival Kit, Masterwork
  • Climber's Kit

  • Racial Traits, Traits, Class Abilities, and Feats:

    Human Specials
  • +2 to One Ability Score Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed Humans have a base speed of 30 feet.
  • Bonus Feat Humans select one extra feat at 1st level.
  • Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
  • Favored class Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

    Starting Traits

  • Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
  • Fate’s Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

    Ranger Abilities

  • 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.
  • - Level 1 choice = Evil Outsider
  • - 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.
  • Track
  • Wild Empathy
  • Combat Style Feat (Ex) At 2nd level, a ranger must select a 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.
  • - Archery
  • Endurance A ranger gains Endurance as a bonus feat at 3rd level.
  • Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from the Favored Terrains table (forest). 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.
  • Hunter's Bond (Ex) At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
  • - The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
  • - The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the nature bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
  • Spells
  • Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
  • Swift Tracker (Ex)
  • Evasion (Ex) When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

    Ilsurian Archer Abilities

  • Bullseye Shot (Ex) At 1st level, an Ilsurian archer gains the Bullseye Shot feat as a bonus feat. He need not meet its prerequisites. This ability replaces track and wild empathy.
  • Archery Style (Ex) At 2nd level, an Ilsurian archer must select the archery combat style. This modifies the ranger's combat style feat class feature.
  • Vicious Aim (Ex) At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.
  • Iomedae's Influence (Ex) At 8th level, an Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the influence the church of Iomedae has over Ilsurian causes. This ability replaces swift tracking.
  • Pinpoint Targeting (Ex) At 11th level, an Ilsurian ranger gains Pinpoint Targeting as a bonus feat, even if he does not meet its prerequisites. This replaces quarry.
  • Quarry (Ex) At 19th level, an Ilsurian ranger gains the quarry class feature. This ability replaces improved quarry.

    Feats

  • 1 - Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • 1I - Bullseye Shot You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.
  • 2R - Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
  • 3 - Deadly Aim You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
  • 3R - 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.
  • 5 - Weapon Focus You gain a +1 bonus on all attack rolls you make using the selected weapon (composite longbow).
  • 6R - Rapid shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
  • 7 - Boon Companion The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
  • 9 - Clustered Shot When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
  • 10R - Pinpoint Targetting As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
  • 11 - ?

  • Chronicles and Boons:

    Chronicle Images
    Boons:
  • Chronicle 1: Reaping What We Sow
  • Chronicle 2: Honor's Echo
  • Chronicle 3: The Confirmation
  • Chronicle 4: CoC, part 2: Agents of the Eye
  • Chronicle 5: Portent's Peril
  • Chronicle 6: The Shores of Heaven