Full Name |
Ragnar Northman |
Race |
Human (Ulfen) |
Classes/Levels |
Ranger (Shapeshifter) 7 HP 39/60; AC 20; TCH 15; FF 16; F +7; R +10; W +4; CMB+9; CMD 24; Speed 30FT; Init +6; Perception +9; Boomer HP 26/26 |
Gender |
Male |
Age |
22 |
Alignment |
CN |
Deity |
Calistra |
Strength |
14 |
Dexterity |
19 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
12 |
Charisma |
11 |
About Ragnar Northman
Ragnar Northman
Male human (Ulfen) ranger (shapeshifter) 7 (Pathfinder RPG Advanced Player's Guide 126)
CN Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 20, touch 15, flat-footed 16 (+4 armor, +1 competence, +3 Dex, +1 dodge, +1 natural)
hp 60 (7d10+14)
Fort +7, Ref +10, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy mace +9/+4 (1d8+2) or
. . longsword +9/+4 (1d8+2/19-20) or
. . 2 claws +4 (1d4+1)
Ranged +1 darkwood composite longbow +12/+7 (1d8+3/×3) or
. . sling +11 (1d4+2)
Special Attacks combat style (natural weapon[APG]), favored enemies (evil outsiders +2, undead +4)
Ranger (Shapeshifter) Spells Prepared (CL 4th; concentration +5)
. . 1st—entangle (DC 12), summon nature's ally I
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Statistics
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Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 11
Base Atk +7; CMB +9; CMD 24
Feats Aspect of the Beast[APG], Combat Reflexes, Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike
Traits reactionary, sacred touch
Skills Acrobatics +1 (-3 to jump), Climb +4, Craft (leather) +9, Disable Device +6, Handle Animal +10, Heal +7, Intimidate +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +8, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +3, Perception +9, Perform (percussion instruments) +1, Ride +5, Sleight of Hand +2, Spellcraft +7, Stealth +9, Survival +11 (+13 to avoid becoming lost), Swim +7, Use Magic Device +2; Racial Modifiers +3 Survival
Languages Common, Draconic, Elven, Orc, Skald
SQ heart of the wilderness[APG], hunter's bond (leopard named Boomer), shifter's blessing (form of the bear), track +3, wild empathy +7, woodland stride
Combat Gear cold iron arrows (50), oil of bless weapon (3), oil of magic weapon (3), silver arrows (50), wand of cure light wounds (31), alchemist's fire (5), healer's kit, holy water (4), liquid ice[APG], oil (3), tanglefoot bag (3), weapon blanch (adamantine)[APG] (3), weapon blanch (cold iron)[APG] (3), weapon blanch (silver)[APG] (3); Other Gear +1 leaf armor[ISWG], +1 darkwood composite longbow (+2 Str), arrows (40), blunt arrows[APG] (20), heavy mace, longsword, sling, sling bullets (20), amulet of natural armor +1, bag of holding i, belt of incredible dexterity +2, cloak of resistance +1, sleeves of many garments[UE], wayfinder[ISWG], lamp, masterwork thieves' tools, masterwork tool, tindertwig (3), 3,714 gp, 4 sp
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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.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Form of the Bear (Su) The ranger’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the ranger gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.
Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
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 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.
Track +3 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Boomer
Male leopard
N Medium animal
Init +5; Senses low-light vision, scent; Perception +6
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Defense
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AC 20, touch 15, flat-footed 15 (+2 armor, +5 Dex, +3 natural)
hp 26 (4d8+8)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.; sprint
Melee bite +7 (1d6+4), 2 claws +7 (1d3+4)
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Statistics
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Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 22 (26 vs. trip)
Feats Agile Maneuvers, Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Defend, Fetch, Guard, Heel, Stay, Track
Skills Acrobatics +5 (+13 to jump), Perception +6, Stealth +10 (+14 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
SQ attack, attack any target, defend, fetch, guard, heel, stay, track
Other Gear leather armor, 10 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.