Ranger TBD's page

No posts. Alias of Deylinarr.


About Ranger TBD

Ranger
Male Human Ranger 6 (Shapeshifter / Skirmisher / Wild Hunter)
CG Medium Humanoid (Human)
Favored Class Ranger
Init + 3; Senses Perception + 11
Hero Points -

Defense
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AC xx, touch xx, flat-footed xx (+xx armor, +3 Dex, +1 Dodge)
hp 52 (6d10 +6 Con +6 Favored) (max lvl 1, ½+1 remaining)
Fort +7 (+5 +1 Con +1 trait), Ref +8 (+5 +3 Dex), Will +4 (+2 +2 Wis)
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Offense
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Speed 30 ft.
Melee
Falchion
kukri
Ranged
Comp longbow
dagger

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Statistics
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Str 18 (16 +2race), Dex 16, Con 12 (13 +1 lvl4), Int 10, Wis 14 (13 +1 lvl4), Cha 10
Base Atk +6; CMB +xx; CMD xx
Feats Dodge (L1), Mobility (H1), Aspect of the Beast (Wild Instinct) (R2), Point Blank Shot (L3), Endurance (R3), Opening Volley (L5), Vital Strike (R6)
Traits
- Life of Toil (+1 trait bonus on Fortitude saves)
- Know the Land ( +1 trait bonus to Survival and Knowledge Nature)
Languages Common

History DRAFT:
His family lived on the outskirts of a village near the Shudderwood, but the family was barely part of the community. A nasty rumor had starts years ago that the family was 'tainted' and as a result the superstitious folk barely associated with them. Growing up he had 7 brothers and sisters but only 2 remained on his 18th name day. They did not die, they simply disappeared. His parents barely mourned these losses, they pretended nothing happened and moved on.

He was smart enough to make the connection between the missing siblings and the werewolves of the 'Wood so when he finally left home he chose to study nature and the forest, his hatred for the lycans driving him to learn how to hunt and battle them. Unfortunately this is where he learned that the 'taint' of his family was real: instead of getting better at fighting this enemy, the more he learned about the shapeshifters the more he saw changes in himself. While other woodland guides learned how a bear lived in its natural habitat he found that his body could actually take on aspects of the bear in battle.

Assuming that this taint was caused by the werewolves his hatred grew even deeper, and he swore to use this power against those that had caused pain to him and his family.


Racial Abilities:
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Skills:
36 ranks: 6*6(Fighter)
+8 Climb: 1(ranks) +4(STR) +3(class)
+5 Craft (Bowyer/Fletcher): 2(ranks) +0(INT) +3(class)
+9 Handle Animal: 6(ranks) +0(CHA) +3(Class)
+4 Intimidate: 1(ranks) +0(CHA)+3(class)
+4 Knowledge(Geography): 1(ranks) +0(INT)+3(class)
+10 Knowledge(Nature): 6(ranks) +0(INT)+3(class) +1(trait)
+11 Perception: 6(ranks) +2(WIS) +3(class)
+7 Ride: 1(ranks)+3(DEX) +3(class)
+12 Stealth: 6(ranks)+3(DEX) +3(class)
+20 Survival: 6(ranks) +2(WIS) +3(class); +1(trait) +2(feat) +3(race) +3(class)

SQ:

Aspect of the Beast (Ex) Wild Instincts - +2 initiative, +2 survival
Track(Ex) +3 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 Feats Natural Attacks
Shifter’s Blessing (Su) At 3rd level, the shapeshifter can take on the aspects of a wild creature once per day as a swift action. Can remain in this form 8 (6 +2 WIS) rounds. While in one of his shifter’s blessing forms, the Ranger gains the shapeshifter subtype. Form of the Bear: 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.
Animal Focus (Su) At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time. This ability replaces all instances of the favored enemy class ability..
Hunter’s Tricks At 5th level, a skirmisher Ranger learns the use of 1 hunter’s tricks, use these tricks a 5 (1/2 level +2WIS) per day. 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.