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About RhaskosFluff
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A once renowned leader, Rhaskos was sent away from his tribe due to his daemonic consultation. To free himself from the taint, he follows through with the elders' exile and ventures into the world; seeing and helping its people. Through the daemonic insight, he has come to terms with the decay and death of the world, accepting it as a natural aspect; however his belief is that blight and ruination without cause is just as unnatural. Taking his corrupt knowledge and ready to break the link he has; Rhaskos heads toward Magnimar ,stopping at a small town called Sandpoint. He knows that in order to free himself from the shackles, and return back home, his journey and redemption is far from done. Belief: Decay and death is a natural part of the lifecycle, we should embrace what makes us natural.
Basic
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Rhaskos Male Ranger (Wild Stalker) 11
Init +3 (+4 Mountains, +2 Plains); Senses Perception +26 (+4 Mountains, +2 Plains); Low-Light Vision Favored Class: Ranger, +1 Skill Rank Human Racial Traits: Dual Talent Traits: Magical Knack (Ranger), Arcane Scholar, Weathered Emissary Languages: Common, Aklo, Infernal, Abyssal, Kellid
Offense and Defense
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AC 24, touch 14, flat-footed 21 (+9 armor, +1 natural, +1 deflection) Max HP 132 Fort +12, Ref +13, Will +10 (extra +4 to saves for acid damage, death effects, disease, and poison when raging)
Speed 30 feet Melee (2H) +1 Fortuitous Voidglass Fauchard +17/+12/+7 (1d10+9/15-20/x2)
Statistics, Skills
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Str 20, Dex 16, Con 14, Int 10, Wis 18, Cha 10 Skills (77 Ranks total) Acrobatics +15 (11 Ranks, 3 Trained, 3 Dex, -2 ACP) Climb +9 (1 Rank, 3 Trained, 5 Strength, -1 ACP) K: Arcana +13 (9 Ranks, 3 Trained, 1 Trait)
Linguistics +8 (4 Ranks, 3 Trained, 1 Trait) [+2 to Deciphering script] Perception +26 (11 Ranks, 3 Trained, 4 Wisdom, 5 Eyes of the Eagle, 3 Wild Stalker) [+4 Mountains, +2 Plains] Sense Motive +12 (5 Ranks, 3 Trained, 4 Wisdom)
Wild Empathy [Special] +5 (+1/2 ranger Level)
Gear, Magic and Other
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Weapons and Armor +3 Agile Mithral Breastplate - 13400 +1 Fortuitous Voidglass Fauchard - 9375 +1 Adaptive Longbow - 3375 MWK Cold Iron Fauchard ~400 MWK Silver Fauchard ~400 Wondrous Items
Magic Enhancing Items
Equipment, Tools and Gold
Gold - 75 GP
Class Features
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Strong senses (+3): +1 to perception and low light vision. +1 at 4, 8, 12, 16 and 20. Track: +1/2 level to survival to follow tracks. Wild Empathy: +1/2 level to change attitude of animals. Uncanny dodge: Not flat-footed at the start of combat. Endurance: You gain a +4 bonus on the following checks and saves - Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Favored Terrain: The ranger gains a +2 bonus on initiative checks and
Rage: +4 Morale Bonus to Strength, Constitution and a +2 bonus to Will saves. -2 AC. 20 Rounds/Day.
Woodland Stride: 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. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Swift Tracker: 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. Evasion: When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Quarry: Does nothing due to no Favored Enemy T.T
Rage Powers
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Lesser Daemon Totem: While raging, the barbarian gains a +2 bonus on saving throws against acid damage, death effects, disease, and poison. This bonus increases by 1 for each daemon totem rage power the barbarian has, excluding this one. Daemon Totem: While the barbarian is raging, her melee attacks impose a temporary negative level on her opponent on a successful critical hit. After 1 hour, these temporary negative levels disappear automatically (without a saving throw). Greater Daemon Totem: If the barbarian kills an intelligent creature with a CR equal to at least half her character level while raging, she heals 5 hit points. If she is already at her maximum number of hit points, she instead gains 5 temporary hit points, which don’t stack if she kills multiple creatures. Summer Rage: The barbarian channels the heat of late summer, making the air around her hot and oppressive. A creature within the barbarian’s reach becomes fatigued as long as it remains within the barbarian’s reach unless it succeeds at a Fortitude save (DC 19) to become immune for 24 hours.
Feats
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Feats: HD 1: Exotic Weapon Proficiency (Fauchard) HD 3: Power Attack HD 5: Combat Reflexes HD 7: Emergency Attunement HD 9: Improved Critical (Fauchard) HD 11: Divine Interference Spells (CL 10)
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1st – 3/Day, 2 Pearl of Power -> Lead Blades -> Resist Energy -> Compel Hostility 2nd – 2/Day
3rd – 2/Day
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