M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13
Male Human (Shoanti) Spell-Less Ranger (Companion-Bound Ranger) 17
CG Medium humanoid (human)
Init +4 (+12 underground); Senses Perception +22 (+30 underground)
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Defense
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AC 30, touch 19, flat-footed 27 (+8 armor, +4 deflection, +2 Dex, +1 dodge, +3 natural, +2 untyped bonus)
hp 209 (17d10+39)
Fort +15, Ref +15, Will +13
Defensive Abilities improved evasion
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Offense
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Speed 50 ft.
Melee +2 undead-bane flaming burst adamantine scythe +25/+20/+15/+10 (2d4+11/19-20/×4 plus 2d6 vs. Undead and 1d6 fire) or
. . dagger +23/+18/+13/+8 (1d4+6/17-20) or
. . dagger +23/+18/+13/+8 (1d4+6/19-20) or
. . light mace +23/+18/+13/+8 (1d6+6/17-20)
Ranged composite longbow +19/+14/+9/+4 (1d8+2/19-20/×3) or
. . sling +19 (1d4+6/19-20)
Special Attacks combat style (two-handed weapon[APG]), favored enemies (dragons +4, evil outsiders +4, giants +4, goblinoids +2), quarry
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Statistics
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Str 23, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +17; CMB +23; CMD 42
Feats Invulnerable Animal Companion, Improved Animal Companion, Greater Animal Companion, Cleave, Cornugon Smash, Dodge, Dreadful Carnage, Favored Terrain Expert (Underground), Furious Focus, Hurtful, Improved Iron Will, Intimidating Prowess, Iron Will, Lunge, Outflank, Power Attack, Precise Strike, Shield of Swings
Traits indomitable faith, reactionary
Skills Acrobatics +16 (+24 to jump), Climb +15, Diplomacy +2, Handle Animal +6, Heal +12, Intimidate +29, Knowledge (dungeoneering) +7, Knowledge (geography) +4, Knowledge (local) +1, Knowledge (nature) +7, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +2, Perception +22, Ride +5, Spellcraft +4, Stealth +21, Survival +20, Swim +15
Languages Common, Dwarven, Giant, Goblin, Shoanti
SQ camouflage, favored terrain (underground +8), hide in plain sight, hunter's bond (leopard named Latys), swift tracker, track +8, wild empathy +17
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of cure serious wounds, potion of lesser restoration, scroll of remove blindness/deafness, scroll of remove paralysis, antiplague[APG] (2), antitoxin (2); Other Gear +2 mithral breastplate, +2 undead-bane flaming burst adamantine scythe, arrows (40), blunt arrows[APG] (20), composite longbow (+2 Str), dagger, dagger, light mace, sling, sling bullets (20), amulet of natural armor +3, belt of giant strength +2, cloak of resistance +3, ring of protection +4, dragon tear (+2 str, +2 vs transmutation spells), hemp rope (50 ft.), pathfinder's kit[UE], sunrod (3), 3166 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Cheetah’s Stride (Ex): You can move up to twice your speed as a move action. No penalty on Stealth checks for this move, but provokes AoOs as normal. (12 rds/day)
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Coordinated Companion: Animal companion is considered to have any teamwork feat you possess. Must be within 30 ft. and able to see or hear you (see Spell-Less Ranger spoiler).
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (Ex): In favored terrain, base speed increases by +20 ft
Fast Stealth (Ex): Move at full speed using Stealth without penalty
Favored Attack (Ranger Talent) Vs. favored enemy or in favored terrain, crit range of weapons is doubled.
Favored Enemy (Dragons +4) (Ex) +4 to rolls vs. Favored Enemy (Dragons) foes.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Favored Terrain (Underground +8) (Ex) +8 to rolls when in Favored Terrain (Underground).
Furious Focus If a weapon in two hands, ignore the penalty for your first Power Attack of each turn.
Greater Animal Companion : Animal companion gets a bonus feat. You can spend a move action to grant AC benefits of stealth attack and fast movement class features. Last for a number of rounds equal to double your Wisdom modifier. AC must be within 30 ft. and be able to see, hear, or otherwise sense .
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Animal Companion: Animal companion gains +1d8 hit points, +1 to one ability score and +2 to natural armor.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Nature’s Healing (Ex): +2 to Heal checks in favored terrains , plus other benefits (see Spell-Less Ranger spoiler)
Outflank Increase flank bonus to +4 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Stealth Attack: in a favored terrain or against a favored enemy, your attack deals +4d6 damage any time your target would be denied a Dexterity bonus to AC, or when you flank your target.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +8 Add the listed bonus to survival checks made to track.
Uncanny Senses (Ranger Talent) As a standard action, gain +5 insight bonus (+10 in favored terrain) to Perception checks for one round.
Wild Empathy +17 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Spell-Less Ranger Abilities:
Nature’s Healing (Ex): +2 to Heal checks in favored terrains, plus following benefits:
Long-Term Care: If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in your favored terrains.
Treat Deadly Wounds: When treating deadly wounds in any of your favored terrains, you can restore an additional 1d6 hp plus 1 hp for every three spell-less ranger levels you possess.
You don’t need to use a healer’s kit to treat wounds when in one of your favored terrains and receive no penalties for not having such an item.
Treat Poison: If your Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
Treat Disease: If your Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.
Coordinated Companion: Your animal companion is considered to have any teamwork feat you possess. Your animal companion must remain within 30 ft. of you and must be able to see you, hear you, or otherwise be aware of your position. Your animal companion can only coordinate with you in this way.
Quarry (Ex): At 11th level, you can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry, and all critical threats are automatically confirmed.
You can have no more than one quarry at a time and the creature’s type must correspond to one of your favored enemy types. You can dismiss this effect at any time as a free action, but then cannot select a new quarry for 24 hours. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour.
Appearance and Background:
Rikar stands far taller than most inhabitants of Kaer Maga, being well over six feet of tattooed Shoanti. Slender by the standards of his barbarian brethren, the corded sinews of his long limbs suggest both strength and speed. On the crown of his shaven skull, Rikar bears a dark crimson tattoo, an abstract image of a hawk’s head. The hawk, totem of his birth tribe, the Shriikiri-Quah, is also brought to mind by his sharp features, black eyes and distant stare.
Rikar wears a shirt of battered chain rings under a leather surcoat weathered to an indeterminate brownish-green. A stout, black bow protrudes over his right shoulder, a quiver of dark arrows next to it. At his left shoulder, the worn handle of a long-bladed sword is visible. On his belt hangs a small, vicious-looking mace, its head decorated with stylized hawk heads, the beaks of which protrude in sharp points. At Rikar’s side stands a dog of medium size, with bright eyes and a grey and brown coat speckled with small black marks. This is Goma, named for the small, peppery black seeds so prized by the Shoanti, who sprinkle them over their food, giving it a speckled look.
As is obvious from his appearance, Rikar is not native to Kaer Maga or anywhere near it. He was born the second son of a lesser chief of the Shoanti tribe of Shriikiri-Quah, the People of the Hawk. He spent his early years on the chilly heights of the Storval Plateau, hunting, learning to move undetected over the open, rolling lands of his home, and doing battle with enemies of his people. He imagined that his life would continue this way forever – until Noemi.
She arrived with a troupe of Varisian wanderers. She was young, exotic, beautiful – it was inevitable he would fall in love with her. Much to his surprise, she returned his feelings. Knowing their families would never allow them to be together, they chose to run away, and planned their meeting time and place. When Rikar arrived, however, he found his brother Tanrak awaiting him, rather than his love. Tanrak told him that he had gotten rid of the outlander distraction, and that Rikar could go back to the proper ways of his people. Rikar learned that his brother had sold Noemi into slavery, thinking he was doing Rikar a favor. In a deadly fury, Rikar killed his brother – realizing too late that he knew nothing of Noemi’s new owner, and thus had no idea where to search for her.
The Shoanti, and the Shriikiri-Quah in particular, have a strong taboo against kinslaying. Judged by his father and the other chiefs, Rikar’s sentence was to have his entire tribe hunt him, though they would give him a one-hour lead. His wilderness skills served him well, allowing him to escape without shedding further Hawk-Clan blood. But he has not returned to his homeland. He was wandered the length and breadth of Varisia, serving as a hunting guide in the Sanos Forest, routing out bands of orcs in the Red Mountains, visiting Korvosa, Riddleport, and other cities of Varisia – all with the aim of finding Noemi somewhere in their vast homeland. He has recently arrived in Kaer Maga, and is considering a return to Shoanti territory. He knows such a decision carries dangers, but Noemi was sold in Shoanti lands, and he wonders if that may be the best place to find her.