| Full Name |
Ophelia Holdrot |
| Race |
LE Fem Half-Dragon&Human Ranger (Skirmisher)/Rogue (Bruiser)/Gestalt 4 | |
| Classes/Levels |
Active Conditions: None | HP: 48/48 | AC: 19/12/17 | CMB: +8, CMD: 20 | F: +11 R: +7 W: +6| Init: +9 | Perc: +11 LL/DV 30ft./+13 vs traps |
| Size |
M |
| Alignment |
Lawful Evil |
| Languages |
Common, Draconic, Elven, Goblin, Dwarven, Aklo |
| Strength |
18 |
| Dexterity |
15 |
| Constitution |
14 |
| Intelligence |
8 |
| Wisdom |
14 |
| Charisma |
13 |
About Ophelia Holdrot
Ophelia Holdrot
Female Half-Dragon Human Ranger (Skirmisher)/Rogue (Bruiser)/Gestalt 4
LE Medium Dragon
Init: +6 Senses: Low-Light Vision; Darkvision 30ft Perception:+11/+13 v.s traps Villain Points: 4
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Defense
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AC 19 TAC 12 FF: 17 (+1 leather lamellar; +5 AC; Max Dex +3; ACP -1; (ABP: +1 enhancement); mwk buckler; +1 AC; ACP -0)
HP 48 (4d10+8) Fort +11 Ref +7 Will +6 (+2 from Iron Will)
Special Defenses:
ABP: Resistance: +1 resistance bonus to all saves
Half-Dragon Immunity: immunity to sleep
Acidic Resistance: Acid 5
Natural Armor: +1
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Offense
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Melee
. .+1 scimitar +10 (1d6+5/S/18-20x2)
ABP Bonus: +1 enhancement
... power attacking … +8 (1d6+9/S/18-20x2)
. . claws x2 +8 (1d6+4/S+B+P/20x2)
. . bite +8 (1d6+4/S+B+P/20x2)
... power attacking … +6 (1d6+8/S+B+P/20x2)
secondary attacks suffer -5 to hit, do ½ STR damage
. . claw +3 (1d6+2/S+B+P/20x2)
. . bite +3 (1d6+2/S+B+P/20x2)
... power attacking … +1 (1d6+6/S+B+P/20x2)
Ranged
. . breath weapon 1/day (DC 14 Reflex Save/4d6 Acid/10ft Cone)
Speed 30ft
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Statistics
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Str 18 (+4) Dex 15 (+2) Con 14 (+2) Int 8 (-1) Wis 14 (+2) Cha 13 (+1)
Base Atk + 4 CMB +8 CMD 20
Feats: Combat expertise, power attack, weapon finesse, endurance, improved natural attack: claw; improved initiative; iron will; cunning; weapon focus (scimitar); alertness; furious focus; intimidating presence
Skills ( 10 Skill Ranks Per Level): Acrobatics +9 (4), Bluff +7 (2), Climb +9 (2), Diplomacy +7 (2), Disable Device +9/+11 (4), Intimidate +14 (4, +1 from trait bonus), Kn: Nature +6 (4); Perception +11 (4), Sense Motive +4 (0), Stealth +9 (4), Swim +9 (2), Use Magic Device +9 (4), Survival +9/+11 (4)
Background Skills: Kn: Geography +6 (4), Linguistics +6 (4)
Languages: Common, Draconic, Elven, Goblin, Dwarven, Aklo
Special Qualities: Low-Light Vision, Darkvision 30ft., Breath Weapon (10ft.Cone, 4d6 Acid, DC - 10 + ½ HD + CON Modifier), Bonus Skill, Bonus Feat
Traits: Campaign: Murder (+1 dmg when flanking a foe); Combat: Tactician (+1 on init, 1/day when you make an AoO, +2 bonus on the attack roll); Influence (+1 trait bonus to intimidate; intimidate is always a class skill)
Favored Class: +4 Skillpoints
Combat Gear: mwk scimitar, mwk lamellar (leather), mwk. buckler
Mundane Gear: mwk backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin, thieves’ tool (concealable), thieves’ ring, 10pp, 9gp, 12sp, 10cp
Magical Gear: circlet of disguise, potion of protection from good x 2, potion of bull’s strength x2, potion of cure moderate wounds x 2, potion of invisibility
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Special Abilities
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Favored Enemy (Ex): Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, get 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.
Favored Enemies: Humanoid (Human) +2
Tracking +2 (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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 (Ex): At 2nd level, a ranger must select one combat style to pursue.
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. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Combat Style - Natural Weapons
2nd Level - Improved Natural Attack: Claw
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 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 - Forests +2
Hunter’s Bond: 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.
Strength Training (Ex): At 1st level, a bruiser adds her Strength bonus (if any) on all Fortitude saves that she makes. At 3rd level, 11th level, and 19th level, the bruiser gains a bonus feat, chosen from the following list: Cleave, Cleaving Finish, Dazing Assault, Furious Focus, Great Cleave, Improved Cleaving Finish, Power Attack, or Stunning Assault. She must meet the feat’s prerequisites, if any. This ability replaces finesse training.
3rd Level - Furious Focus
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding +2: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
2nd Level - Intimidating Prowess (Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.)
4th Level - Assault Leader (Benefit: Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.)
Danger Sense (Ex) - At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
Cunning Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
Strike first: Cardinal Thorn has taught you never to shirk or hesitate in a combat.
Benefit: You gain a +2 trait bonus on Initiative checks.
Outflank: Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
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BACKGROUND
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