Zadim

Rani Kamaria's page

9 posts. Alias of DBH.


Full Name

Rani Kamaria

Race

Male human

Classes/Levels

Ranger 1. AC 12 (16*), touch 12 (16*), flat-footed 10 (14*) (*Mage armor), hp 7. Init +2, Perception +3

Gender

Male

Size

med

Age

24

Alignment

NG

Location

Osirion

Languages

Common, Osiriani

Occupation

Guide

Strength 18
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 13
Charisma 8

About Rani Kamaria

Male Human (Garundi) ranger 1, NG medium humanoid (human)

Init +3; Senses Perception +5,

Languages Common, Osiriani

AC 16, touch 13, flat-footed 13 , hp 11 (1HD)

Fort +3, Ref +5, Will +1, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Melee falchion (two handed) +5 ((two handed) 2d4+6/18-20)
Ranged longbow +4 (1d8/x3)
Melee light steel shield +5 (1d3+4)
Melee cold iron morningstar +5 (1d8+4)
.
Base Atk +1; CMB +5; CMD 18

Atk Options Power Attack, Undead +2,

Special Actions

Abilities Str 18, Dex 16, Con 12, Int 12, Wis 13, Cha 8

Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +0,

Feats Power Attack, Shield Focus

Skills Acrobatics +2, Appraise +1, Bluff -1, *Climb +7, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, *Handle Animal +3, Heal +1, Intimidate -1, *Knowledge (Geography) +5, *Knowledge (Nature) +5, *Knowledge (Religion) +6, *Perception +5, Ride +2, Sense Motive +1, *Stealth +6, *Survival +5, Survival (Follow or identify tracks) +6, *Swim +7,

Possessions falchion; explorer's outfit; studded leather armor; grappling arrow; smoked goggles; light steel shield; cold iron morningstar; Backpack, Common [ Bedroll; Winter Blanket; Desert Kit; Grooming Kit; Mess Kit; Coffee Pot; Hooded Lantern; Oil; Silk Rope (50 ft.); Shovel; Survival Kit (Common); Waterproof Bag; Coffee (Cup) (x4); Trail Ration (x4); ]; Waterproof Bag ; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); Whetstone; ]; Wrist Sheath, Spring Loaded ; Canteen ; Waterskin ; Longbow ;

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.