About RannarixPFS# 2405-2005 Common die rolls [dice=Rannarix Bite]1d20+13[/dice]
[dice=Damage, plus Precision, with Support Benefit]2d6+4+1d8[/dice] plus 1d6 persistent poison. [dice=Mr. Snappers Stinger]1d20+12[/dice]
[dice=Athletics]1d20+15[/dice]
Ranger: When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one. Statblock:
Rannarix
Kobold ranger 6 Uncommon, Small, Humanoid, Kobold Heritage strongjaw kobold Background lumber consortium laborer Perception +10; darkvision Languages Common, Sakvroth, Varisian Skills Acrobatics +14, Athletics +15, Diplomacy +11, Forest Lore +8, Intimidation +14, Nature +8, Pathfinder Society Lore +8, Stealth +11, Survival +8 Str +4, Dex +3, Con +2, Int +0, Wis +0, Cha +3 Items +1 slick studded leather, +1 striking composite shortbow, dagger, +1 striking ghost touch handwraps of mighty blows, arrows (10), backpack, bedroll, bracelet of dashing, candle (10), chalk (10), cloak of repute[LOCG], demon mask, flint and steel, lesser rope of climbing[APG], lifting belt, potion of emergency escape, rations (1 week) (2), rope (50 feet), snapleaf[LOCG] (2), soap, squire's tabard[BAT], torch (5), waterskin, animal companion, light barding, purse (411 gp, 5 sp) -------------------- AC 24; Fort +12; Ref +13; Will +10; +1 circumstance bonus to saves vs. foe you have demoralized in the last 24 hrs HP 84 -------------------- Speed 25 feet; Winglets Melee [1] dagger +14 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P Melee [1] striking ghost touch jaws +15 (magical, finesse), Damage 2d6+4 P Ranged [1] [i]+1 striking composite shortbow[/i] +14 (magical, range increment 60 feet, reload 0, propulsive, deadly d10), Damage 2d6+2 P Ranged [1] dagger +13 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P Ancestry Feats Ally's Shelter, Winglets Class Feats Animal Companion, Combat Grab, Mature Animal Companion, Wrestler Dedication General Feats Toughness Skill Feats Assurance, Intimidating Glare, Intimidating Prowess, Terrifying Resistance, Titan Wrestler Other Abilities animal companion, hunt prey, hunter's edge, trackless journey Abilities:
Ally's Assurance - Reaction. Once per day. Trigger: You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own. Assurance (Athletics) - Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Combat Grab - Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first. Darkvision - You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Hunt Prey - You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. Precision Edge - The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage. Terrifying Resistance - The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells. Titan Wrestler - You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. Winglets - Through the lingering influence of your warren's patron, you've sprouted a small set of wings. While not suitable for full flight, these weak wings can help you jump further with a small flap. When Leaping horizontally, you move an additional 5 feet. This additional distance isn't cumulative with the increased Leap distance from the Powerful Leap feat. In addition, when you attempt a Long Jump, you can jump a distance up to 10 feet farther than you normally would based on the result of your Athletics check, though you still can't jump farther than your Speed. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. Wrestler Dedication - You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole.
Items:
Bracelet of Dashing - This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. One Action, once per day - you gain a +10-foot status bonus to Speed for 1 minute. Cloak of Repute - +1 item bonus to Diplomacy checks to Make an Impression. Two Actions, once per day: You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead. Demon Mask - Grants a +1 item bonus to Intimidation checks. Two actions, once per day: The mask casts a fear spell with a DC of 20. Lifting Belt -+1 item bonus to Athletics checks. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier. Activate—Assisted Lift [two-actions] (manipulate); Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn. Rope of Climbing, Lesser - This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. Activate [one-action] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. Squire's Tabard - One action, once per day; Effect You race to the side of an ally who needs your help. You Stride twice, ignoring difficult terrain, but your movement must end adjacent to an ally. Personality:
Rannarix is brave and loyal, but sneaky and slightly paranoid. He both fears and adores dragons, and is also absolutely convinced that he is one. Mr. Snappers (Minion):
Ruyi Jingu Bang (aka Mr. Snappers) Male scorpion Medium, Animal, Minion Perception +12; darkvision Skills Acrobatics +12, Athletics +12, Intimidation +8, Stealth +14, Survival +10 Str +4, Dex +4, Con +2, Int -4, Wis +2, Cha +0 Items light barding -------------------- AC 23; Fort +12; Ref +14; Will +12 HP 54 -------------------- Speed 30 feet Melee [1] pincer +12 (agile), Damage 2d6+4 S Melee [1] stinger +12, Damage 2d6+4 P +1d4 Pois Support (Scorpion) [1] Requirements The creature is an animal companion.; Effect Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion’s reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6. Light Barding +1 AC, +5 Max Dex.
Rannarix's Projected Build:
2 - Wrestler Dedication (can give up Fangwire and use bite); Intimidating Glare 3 - Toughness; Expert in Intimidation 4 - Combat Grab ; Intimidating Prowess 5 - Kobold Breath; Expert in Acrobatics 6 - Mature Animal Companion; Terrifying Resistance 7 - Fleet; Master in Athletics 8 - Submission Hold; Battle Cry 9 - Dragon’s Breath; Master in Intimidation 10 - Incredible Companion; Terrified Retreat 11 - Quick Coercion; Expert in Diplomacy 12 - Strangle; Quick Climb 13 - Dragonblood Paragon; Master in Diplomacy 14 - Specialized Companion; Aerobatics Mastery 15 - Briar Battler; Legendary in Athletics 16 - Spinebreaker; Cloud Jump 17 - Scare to Death; Legendary in Intimidation 18 - Inescapable Grasp; Pickpocket 19 - Incredible Scout; Legendary in Diplomacy 20 - Double Prey; Subtle Theft |
