About Orym Venwarin
Orym Venwarin
Male elf ranger (skirmisher) 7
CG Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 60 (7d10+14)
Fort +6, Ref +8, Will +4; +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee +1 elven curve blade +13/+8 (1d10+8/18-20) or
. . dagger +12/+7 (1d4+5/19-20)
Ranged +1 giants-bane paueliel composite longbow +11/+6 (1d8+1/×3 plus 2d6 vs. Giants) or
. . mwk throwing axe +11/+6 (1d6+5) or
. . mwk throwing axe +11/+6 (1d6+5)
Special Attacks combat style (archery), favored enemies (dragons +2, giants +4)
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Statistics
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Str 20, Dex 16, Con 12, Int 10, Wis 14, Cha 9
Base Atk +7; CMB +12; CMD 25
Feats Animal Soul[ACG], Deadly Aim, Endurance, Manyshot, Power Attack, Quick Draw, Rapid Shot
Traits ambush training, big game hunter, highlander (hills or mountains)
Skills Acrobatics +7, Appraise -2, Bluff -3, Climb +9, Craft (bows) +7, Diplomacy -3, Disable Device +10, Disguise -3, Escape Artist +1, Fly +1, Handle Animal +3, Heal +6, Intimidate -3, Knowledge (geography) +4, Knowledge (nature) +8, Perception +14, Ride +1, Sense Motive +0, Stealth +19 (+21 in hilly or rocky areas), Survival +12, Swim +9; Racial Modifiers +2 Perception, highlander (hills or mountains), silent hunter
Languages Common, Elven
SQ favored terrain (forest +2), hunter's bond (owl named pip), hunter's tricks, hunter's tricks (hunter's trick [chameleon step], hunter's trick [defensive bow stance]), meticulous, track +3, wild empathy +6, woodland stride
Combat Gear adamantine durable arrow (50), cold iron durable arrow (50), silver durable arrow (50), acid (6), alchemist's fire (6), antiplague[APG], antitoxin, deodorizing agent, durable arrow (60), tanglefoot bag (2), thunderstone (4), vermin repellent[UE]; Other Gear +1 leaf armor[ISWG], +1 elven curve blade, +1 giants-bane paueliel composite longbow, dagger, mwk throwing axe, mwk throwing axe, amulet of natural armor +1, belt of giant strength +2, cloak of elvenkind, efficient quiver, ring of sustenance, potion of bless weapon, potion of endure elements, potion of protection from evil, adventurer's sash, backpack, belt pouch, chalk, earplugs[APG], flint and steel, grappling arrow[UE] (3), masterwork artisan's tools, masterwork thieves' tools, silk rope (150 ft.), whetstone
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Soul You can choose not to let spells that can't target both animals and your base type affect you.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Dragons +2) (Ex) +2 to rolls vs. Favored Enemy (Dragons) foes.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hunter's Trick (Chameleon Step) (Ex) The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Hunter's Trick (Defensive Bow Stance) (Ex) The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Hunter's Tricks (5/day) (Ex) Various tricks.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Meticulous -2 on all untrained skill checks
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Pip
Male owl
N Small animal
Init +3; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 36 (4d8+12)
Fort +6, Ref +7, Will +3
Defensive Abilities evasion
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +5 (1d4+1), 2 talons +5 (1d4+1)
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Statistics
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Str 13, Dex 16, Con 15, Int 2, Wis 14, Cha 6
Base Atk +3; CMB +3; CMD 16
Feats Skill Focus (Perception), Toughness
Tricks Air Support, Attack, Bombard, Deliver, Fetch, Hunt, Seek, Stay, Watch
Skills Acrobatics +3 (-5 to jump), Fly +5, Perception +9, Stealth +12, Survival +3
SQ air support, bombard, deliver, fetch, hunt, seek, stay, watch
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Special Abilities
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Air Support [Trick] An animal trained in air support knows the attack, bombard, and deliver tricks.
Bombard [Trick] Drops item on designated point or opponent.
Deliver [Trick] Delivers item to indicated point or person.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fly (80 feet, Average) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Watch [Trick] Stands watch over designated area.