Ranger 1 / Champion 1 AC 18/13/15 HP 16/16 2 Harrow Points 5 Mythic Points Fort +2 Ref +6 Will +2 CMD 16
Gender
Male
About Pengon
Pengon
Elf Ranger 1/Champion 1
N Medium Humanoid (Elf)
Init +3; Senses Low light vision; Perception +8
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Armor)
hp 16 (1d10+1+5)
Fort +2, Ref +6, Will +2
Hard to Kill (Dead at -30)
OFFENSE
Speed 30 ft.
Melee Heavy Flail +3 (1d10+3)
Ranged Longbow +4 (1d8)
Favored Enemy Humanoid (Human) +2 Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack and damage rolls against them.
STATISTICS
Str 14, Dex 16, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Point Blank Shot, Dual Focus (Wisdom)
Skills Climb +6, Handel Animal +4, Knowledge (Nature) +4, Perception +8, Stealth +7, Survival +6
Languages Common, Elven
Elven Immunities: immune to magic sleep, +2 against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: +2 caster level checks to overcome spell resistance, and on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: longbows, longswords, rapiers, and shortbows, and treat any weapon with the word “elven” in its name as a martial weapon.
Track A ranger adds half his level to Survival checks made to follow or identify tracks.
Wild Empathy:
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.
Mythic power (Dexterity, Wisdom) (1d6, 6/day)
Distant Barrage:
(Ex): You can expend one use of mythic power to make a ranged attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a distant barrage, you ignore all cover and concealment the target possesses (except total cover) and add your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
To The Death:
(Ex): When below 0 hit points you don’t fall unconscious and don’t take damage from acting normally. You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score.
Pengon was orphaned as a child and taken from the streets by Gaedren. Being one of the few elven children, he was tormented by the other human children. He spent his spare time studying them, waiting for his opportunity. One of the larger bullies was alone one day and Pengon saw his chance for revenge and freedom. He stealthy dispatched the small human bully and ran off into the woods.
Moment of Ascension (Passed on): One day when hunting in the woods, he came across a great white stag that was dying. The stag looked up, gave a slight bow, and slowly transformed into pure white energy. The energy started to fill Pengon with mythic power.
Mythic Flaw
insane:
Whenever you are hit by a critical hit or fail a saving throw against a mind-affecting spell or special ability, you also gain the confused condition for 1d4 rounds.