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About Nitre HarskCORE Nitre (Mythic Harsk)
Str 14, Dex 20, Con 16, Int 10, Wis 14, Cha 8
Animal Companion: Biter Resources:
Rerolls . . Cthulhu Brew t-shirt [ ] Mythic
Ranger Spells
Ammunition
Potions
Gear
Scenario Notes:
Mission Briefing Purchases Scenario Items Faction Goal Priorities
Boons:
Persistant . . Reckless Revenge: You chose to undermine Torch's schemes in Oririon, but he easily identified your plans. You have developed a reputation as one who seeks Torch's downfall, even if you are not always successful. . . Seeking the Sages ( Periodic Limited
Defense:
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex); CMD 21 (16 Fl), +4 vs. bull rush, trip hp 52 (4d10 Ranger, 4/tier Marshal, +3 Con) Fort +9, Ref +10, Will +4; +2 vs. poison, spells, spell-like abilities Special Defenses . . cloak of resistance +1 resistance bonus on all saving throws . . Defensive Training +4 dodge bonus to AC vs monsters of the giant subtype . . Endurance +4 bonus on Fortitude saves to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation . . Hard to Kill automatically stabilize below 0 hp; don't die until negative hp equal to twice Constitution score . . Hardy +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities . . Recuperation heal fully after 8 hours of rest; expend 1 mythic power to heal hp equal to half full total and regain use of class abilities limited to a number of times per day (doesn't refresh mythic power or mythic abilities) . . Stability +4 racial bonus on Combat Maneuver Defense to resist bull rush or trip attempts while standing on the ground . . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll Offense:
BAB +4; CMB +6 Speed 20 ft. Melee . . mwk battleaxe +7 (1d8+2, x3, S) . . unarmed strike +6 (1d3+2, B, nonlethal) . . touch +6 Ranged . . +1 heavy crossbow +10 (1d10+1, 19-20, P, 120') . . ranged touch +9 Special Attacks . . Favored Enemy (giant) +2 bonus on weapon attack and damage rolls against humanoids with the human subtype . . Hatred +2 racial bonus on attacks against humanoids with the orc or goblin subtype . . Killer gain trait bonus to damage on critical hits with a weapon; bonus equal to critical multiplier; damage is not multiplied . . Point-Blank Shot +1 bonus on attack and weapon damage rolls with ranged weapons at ranges up to 30' . . Precise Shot can shoot or throw ranged weapons at targets engaged in melee without the usual -4 penalty . . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll Feats & Traits:
Feats . . Endurance (bonus feat) +4 bonus on Swim checks to resist nonlethal damage from exhaustion; Constitution checks to continue running, to avoid nonlethal damage from a forced march, to hold your breath, or to avoid nonlethal damage from starvation/thirst; Fortitude saves to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation; may sleep in light or medium armor without becoming fatigued . . Point-Blank Shot (bonus feat) +1 bonus on attack and weapon damage rolls with ranged weapons at ranges up to 30' . . Precise Shot can shoot or throw ranged weapons at targets engaged in melee without the usual -4 penalty . . Rapid Reload (heavy crossbow) reload heavy crossbow as a move action Traits
Proficiencies
Skills:
Skill Points 28 (6/level Ranger, +4 fcb) ACP -0 (-0 Armor, -0 Encumbrance) * ACP applied to these skills [ ] *Acrobatics +5 (-4 to jump)
Skill Modifiers
Languages Common, Dwarven
Mythic Abilities:
Mythic Path Marshal Tier 3 . . Ability Score Increase +2 Dexterity . . Amazing Initiative +3 bonus on Initiative checks equal to tier; expend 1 mythic point as a free action to gain an additional standard action; can't be used to cast a spell . . Bonus Hit Points gain 4 bonus hit points per tier . . Hard to Kill automatically stabilize below 0 hp; don't die until negative hp equal to twice Constitution score . . Recuperation heal fully after 8 hours of rest; expend 1 mythic power to heal hp equal to half full total and regain use of class abilities limited to a number of times per day (doesn't refresh mythic power or mythic abilities) . . Surge 1d6 expend 1 mythic power to add 1d6 to any d20 roll Marshal's Orders
Path Abilities
Mythic Feats
+1 heavy crossbow Legendary Abilities
Special Abilities:
Dwarven Abilities +2 Constitution, +2 Wisdom, –2 Charisma . . Darkvision 60' . . Defensive Training +4 dodge bonus to AC vs monsters of the giant subtype . . Greed +2 racial bonus to Appraise checks to determine the value of nonmagical objects containing metal or gemstones . . Hardy +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities . . Hatred +2 racial bonus on attacks against humanoids with the orc or goblin subtype . . Slow and Steady base speed is never modified by armor or encumbrance . . Stability +4 racial bonus on Combat Maneuver Defense to resist bull rush or trip attempts while standing on the ground . . Stonecunning +2 racial bonus on Perception checks to notice unusual stonework; receive check when within 10' whether looking or not Ranger Abilities
Gear:
Light up to 58 lbs. Medium up to 116 lbs. Heavy up to 175 lbs. Current Load Carried 48.8 lbs. (Light) Money 36 gp 0 sp 0 cp Containers
Slots
Weapons
Backpack
Mythic Harst, Ranger 4 / Marshall 3:
Dwarf ranger 4/Marshal 3 LN Medium humanoid (dwarf) Init +8; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework) -------------------- Defense -------------------- AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex) hp 52 (4d10+24) Fort +9, Ref +10, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training, hard to kill -------------------- Offense -------------------- Speed 20 ft. Melee mwk battleaxe +7 (1d8+2/×3) Ranged +1 Legendary heavy crossbow +10 (1d10+1/19-20) Special Attacks combat style (archery), decisive strike[MA], favored enemy (giants +2), hatred, mythic power (11/day, surge +1d6) Ranger Spells Prepared (CL 1st; concentration +3) . . 1st—entangle (DC 13) -------------------- Statistics -------------------- Str 14, Dex 20, Con 16, Int 10, Wis 14, Cha 8 Base Atk +4; CMB +6; CMD 21 (25 vs. bull rush, 25 vs. trip) Feats Endurance, Extra Mythic Power[M], Extra Path Ability[M], Point-Blank Shot, Precise Shot, Rapid Reload Traits killer, resilient Skills Acrobatics +5 (+1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +6, Heal +9, Knowledge (geography) +7, Knowledge (nature) +7, Perception +9 (+11 to notice unusual stonework), Stealth +12, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven SQ amazing initiative, directed assault[MA], favored terrain (mountainous +2), hunter's bond (badger named Biter), legendary item[MA], legendary item[MA], recuperation, track +2, wild empathy +4 Combat Gear potion of cure light wounds (3), potion of pass without trace (2), screaming bolt (3), antitoxin, smokestick; Other Gear +1 studded leather, +1 Legendary heavy crossbow with 30 bolts, mwk battleaxe, cloak of resistance +1, backpack, signal whistle, teapot (worth 0.8 gp, 4 lb), trail rations (4), 35 gp, 10 sp -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Darkvision (60 feet) You can see in the dark (black and white only). Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +3 bonus that bypasses all DR. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Directed Assault (3 rnds.) (Ex) After confirming critical, spend 1 power to have allies add your tier to confirm crits vs. target. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes. Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. 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 Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Track +2 Add the listed bonus to Survival checks made to track. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. Harsk, Ranger Level 4:
Dwarf ranger 4 LN Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework) -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 40 (4d10+12) Fort +9, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee mwk battleaxe +7 (1d8+2/×3) Ranged +1 heavy crossbow +8 (1d10+1/19-20) Special Attacks combat style (archery), favored enemy (giants +2), hatred Ranger Spells Prepared (CL 1st; concentration +3) . . 1st—entangle (DC 13) -------------------- Statistics -------------------- Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8 Base Atk +4; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip) Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Reload Traits killer, resilient Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +6, Heal +9, Knowledge (geography) +7, Knowledge (nature) +7, Perception +9 (+11 to notice unusual stonework), Stealth +10, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven SQ favored terrain (mountainous +2), hunter's bond (badger named Animal Companion), track +2, wild empathy +4 Combat Gear potion of cure light wounds (3), potion of pass without trace (2), screaming bolt (3), antitoxin, smokestick; Other Gear +1 studded leather, +1 heavy crossbow with 30 bolts, mwk battleaxe, cloak of resistance +1, backpack, signal whistle, teapot (worth 0.8 gp, 4 lb), trail rations (4), 35 gp, 10 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes. Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. 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 Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Track +2 Add the listed bonus to Survival checks made to track. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. |