AC 20( +7 Chainmail +1, +3 Dex) Touch 13, Flat-footed 17
HP 68 / 68
Fort +7, Ref +10, Will +5
Senses Perception +12 (+2 from Alertness)
Offense:
Speed 30 ft.
Base Attack +8 / +3, CMB +10, CMD 24
Longsword +11 melee (+15 vs Goblinoids, +13 vs Fey) 1d8 + 3 (1d8 + 7 vs Goblinoids, 1d8+5 vs Fey) 19-20 / X2
Longbow +15 ranged (+19 vs Goblinoids, +17 vs Fey) 1d8+4 (+8 vs Goblinoids, +6 vs Fey) X3 60 ft.
Statistics:
XP 0
Traits: Trapfinder, Frontier Healer
Trapfinder
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Spells per day: 2 X Level 1, 2 X Level 2
Spells Known: Level 1 - Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass Without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I
Level 2 - Barkskin, Bear's Endurance, Cat's Grace, Cure Light Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall
Gear:
+1 Chainmail, Longsword, +1 Adaptive Composite Longbow, Arrows (60, 20 Blunt, 20 Cold Iron), Ranger's Kit*, Survival Kit*, Compass*, MW Thieve's Tools, +1 Cloak of Resistance, Belt of Incredible Dexterity +2, Lesser Bracers of Archery, MW Cold Iron Shortsword, MW Cold Iron Dagger, 30 Cold Iron Durable Arrows, 30 Alchemical Silver Durable Arrows, 40 Durable Arrows
Cracked Ioun Stones: Dark Blue Rhomboid, Deep Red Sphere, Gold Nodule, Incandescent Blue Sphere, Iridescent Spindle, Pale Ruby Trillian, Pink and Green Sphere, Scarlet and Blue Sphere, Turquoise Sphere
* Ultimate Equipment
Weight carried 89.5 lbs. Light 0-66, Medium 67-133, Heavy 134-200
Money:
Pp
Gp 6,680
Sp 8
Cp
Pila:
Animal Companion CR –
Lynx
N Medium animal
Init +5; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 39 (6d8+12)
Fort +7, Ref +10, Will +3
Defensive Abilities evasion
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Offense
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Speed 50 ft.; sprint
Melee bite +8 (1d6+3), 2 claws +7 (1d3+3)
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Statistics
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Str 17, Dex 20, Con 15, Int 3, Wis 12, Cha 6
Base Atk +4; CMB +5; CMD 22 (26 vs. trip)
Feats Run, Stealthy, Combat Reflexes, Dodge
Skills Acrobatics +5 (+13 to jump), Climb +8, Linguistics -2, Perception +5, Stealth +6 (+10 in undergrowth), Swim +7; Racial Modifiers +4 Stealth in undergrowth
Tricks Attack, Come, Defend, Down, Fetch, Guard, Heel, Stay, Track
Languages Common
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Special Abilities
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Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
Devotion (Ex) Gain +4 morale bonus on Will Saves vs Enchantment spells and effects.
Background:
Robert Gallahan is a Ranger born in Magnimar. He supports Himself by being a Guard / Scout for various merchant caravans. As luck would have it, his current assignment is guarding the caravan to Phaendar.