Dashki

Rhaskos's page

2 posts. Alias of Hubaris.


Full Name

Rhaskos

Race

Human

Classes/Levels

Wild Stalker 11 - HP 132/132 - AC 24, FF 21, TAC 14 - Init +3 (+2 Plain, +4 Mount) - Perc +26 (LLV) - F +12 - R +13 - W +10 (+4 acid, death, disease, poison in Rage, +2 Will in Rage) - Rage 20/20

Gender

M

Size

M

Age

35

Special Abilities

Low-Light Vision

Alignment

N

Languages

Common, Aklo, Abyssal, Infernal, Kellid

Strength 20
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 10

About Rhaskos

Fluff

Spoiler:

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.
Instinct: At the sight of danger, run in for time is short.
Virtue: Understanding
Vice: Proud

Basic

Spoiler:

Rhaskos

Male Ranger (Wild Stalker) 11
N Medium Humanoid (human)

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

Spoiler:

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)
ACP -2
Base Attack +11; CMB +16; CMD 30

Speed 30 feet

Melee (2H) +1 Fortuitous Voidglass Fauchard +17/+12/+7 (1d10+9/15-20/x2)
Power Attack (2H) +1 Fortuitous Voidglass Fauchard +14/+9/+4 (1d10+18/15-20/x2)
Rage (2H) +1 Fortuitous Voidglass Fauchard +19/+14/+9 (1d10+12/15-20/x2)
Rage and Power Attack (2H) +1 Fortuitous Voidglass Fauchard +16/+11/+6 (1d10+21/15-20/x2)

Statistics, Skills

Spoiler:

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)
K: Geography +4 (1 Rank, 3 Trained) [+4 Mountains, +2 Plains]
K: Nature +12 (9 Ranks, 3 Trained)

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)
Spellcraft +12 (9 Ranks, 3 Trained)
Stealth +15 (11 Ranks, 3 Trained, 3 Dex, -2 ACP) [+4 Mountains, +2 Plains]
Survival +13 (5 Ranks, 3 Trained, 4 Wisdom, 1 Trait) [+5 to Tracking] [+4 Mountains, +2 Plains]
Swim +8 (1 Rank, 3 Trained, 5 Strength, -2 ACP)

Wild Empathy [Special] +5 (+1/2 ranger Level)

Gear, Magic and Other

Spoiler:

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
Belt of Physical Might +2 (Str, Dex) - 10000
Headband of Inspired Wisdom +2 - 4000
Cloak of Resistance +3 - 9000
Amulet of Natural Armor +1 - 2000
Ring of Protection +1 - 2000
Eyes of the Eagle - 2500

Magic Enhancing Items
Lesser Rod of Extend - 3000
Pearl of Power (1) [x2] - 2000

Equipment, Tools and Gold
Traveler Any-Tool - 250
Ioun Torch - 75
Masterwork Backpack - 50
Ranger's Kit – 50
Masterwork Linguistics Tools (Deciphering Language) - 50

Gold - 75 GP

Class Features

Spoiler:

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
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). [+2 Plains, +4 Mountains]

Rage: +4 Morale Bonus to Strength, Constitution and a +2 bonus to Will saves. -2 AC. 20 Rounds/Day.
Rage Powers: See below.

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

Spoiler:

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

Spoiler:

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)

Spoiler:

1st – 3/Day, 2 Pearl of Power
-> Lead Blades
-> Resist Energy
-> Compel Hostility

2nd – 2/Day
-> Spike Growth
-> Wind Wall

3rd – 2/Day
-> Thorny Entanglement
-> Communal Protection From Energy