About Raliscar Stoutaxe.
Raliscar Stoutaxe
Str: 12 (+1)
Stat Generation (20 point buy):
Str 12 (2 points) Dex 15 (7 points) +1 @ lvl 4 Con 14 (5 points) +2 racial Int 11 (1 points) Wis 12 (2 points) +2 racial Cha 13 (3 points) -2 racial Offense/Defense
BAB: +6
Traits
Feats
Detailed Feats:
Weapon Focus: Prereqs: BAB +1, proficiency with weapon You gain a +1 bonus on all attack rolls you make using the selected weapon. Precise Shot: Prereqs: waived
Deadly Aim: Prereqs: Dex 13, BAB +1
Endurace: Prereqs: n/a
Rapid Reload (heavy crossbow): Prereqs: proficiency w/ crossbow
Crossbow Mastery: Prereqs: waived
Detailed Skills:
Skill Points/level: 7 = 6(class) + 0(int) +1(fav class) class skill // Armor Check Penalty = 3 // Total Ranks: 35 Acrobatics: +0 = +0(ranks) +3(dex) -3(ACP)
Ranger Class Abilities:
Ranger's Focus (Ex):At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy. Track (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.
Combat Style (Crossbow) (Ex): If the ranger selects crossbow style, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (Underground) (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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).
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond. Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Ranger's Luck (Ex): Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion. Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry. Racial Traits:
Stats: +2 Con, +2 Wis, -2 Cha Size: medium Darkvision: 60ft Slow and Steady: base speed of 20 feet, but speed never modified by armor or encumbrance Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype Greed: +2 racial bonus on Appraise checks made to determine price of nonmagical goods containing precious metals or gemstones Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities Stability: +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon Languages: Common & Dwarven Equipment
starting gear:
Starting Gold: 10,500gp +1 Heavy Crossbow (2,350gp)
+1 Breastplate (1,350gp)
Backpack, masterwork (50gp)
Heavy Horse, combat trained (300gp)
Scroll of Resist Energy x4 (100gp)
Necklace of Fireballs (Type II) (2,700gp)
Background
Prior to that, he was a hunter of some note and repute back when the conflicts in the Holds of Belkzen were more frequent and explosive. As the region settled down over the years, Raliscar bid his kin farewell and struck out for lands less filled with the vicious orcs he'd come to hate. In his travels, he laid aside further thoughts of adventuresome livelihoods after meeting a sassy young dwarven barmaid in Korvosa. Her smile and mischievous grin convinced Raliscar to put down roots in the city, and a year later the two were wed. Their life was quiet but happy for a good long while, but Raliscar sadly lost her to an otherwise mild outbreak of plague. A widower for some years now with no children of his own, Raliscar can feel the old adventure-lust beginning to rise up in him again. Personality/Mannerisms Appearance Macros:
[spoiler=Status]
-Ongoing Effects-
[dice=+1 Crossbow]1d20+11[/dice][dice=for]1d10+1[/dice]
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