--Melee Mstwk Long Sword +8/6, Dmg: 1d8+3(+1d6) 19-20/x2 S or P
--Melee Mstwk Light Shield +7/5, Dmg:1d3+3/2(+1d6) x2 P
--Melee
--Ranged Mstwk Javelin +8, Dmg: 1d6+3 (+1d6) x2 30ft
--Ranged
--Ranged
Space: 5 ft, Reach: 5 ft.
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SPECIAL ABILITIES
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Armor Attunement:
The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. The attuned suit of armor gains a +1 enhancement bonus at 4th level.
Combat Feats: Archery: Rapid Shot.
Deflection: The character gains a +1 deflection bonus to AC at 5th level;
Endurance:You gain a +4 on the following checks and saves:Swim checks made to resist non-lethal damage from exhaustion; Con checks to continue running; Con checks to avoid non-lethal damage from a forced march; Con checks to hold breath; Con checks to avoid non-lethal damage from starvation or thirst; Fort saves to avoid non-lethal damage from hot or cold environments; Fort saves to resist damage from suffocation.
You may sleep in light or medium armour without becoming fatigued.
Favoured Enemy: Airghialla
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favoured Terrain: WoodsGain +2 on initiative checks and Knowledge (geography), Perception, Stealth and Survival, when in this terrain. The ranger never normally leaves a trail in his favoured terrain, unless he so chooses.
Hunter's Bond:Animal Companion see Croga profile.
Resistance:
At 3rd level, the character gains a +1 resistance bonus on all saving throws.
Sneak Attack:
1d6
Staggering Reflexes:
At 1st level, a waylayer gains a bonus on initiative checks equal to 1/2 her level (minimum +1) if she acts in a surprise round, and is never flat-footed at the start of combat (even if she fails to act during the surprise round).
Track:
A ranger adds half his level (1) to Survival skill checks made to follow tracks.
Weapon Attunement:
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level.
Wild Empathy:
The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Traits: Ambush Training You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Shield Bearer When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armour Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armour class when using this ability.
TrustworthyYou gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Drawback: Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Feats: Alertness:You get a +2 bonus on Perception and Sense Motive skill checks, when next to Croga.
Boon Companion: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level.
Improved Shield Bash (Lvl 1):- When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
QuickDraw (Lvl 3):- You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Rapid Shot (Ranger lvl 2):- When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Two Weapon Fighting (Human):-Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Total Weight:60 lbs.
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Mythic Guardian:
Hard to Kill:Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power 5/day:Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount
Surge +1d6:You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Sudden Block: As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction
Retributive reach: Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.
Combat Reflexes:You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Description:
Tall, wiry and lean, Ruadhán is beginning to show the signs of middle age and easier living. His once bright copper glib (long and thick at front, short on back and sides) of hair is thinning on top and speckles of grey are appearing around his temples and sideburns, whilst a small pot belly has formed from too many days beside the fire with mead. His eyes show a life mostly lived outside and in their green/grey depths is the hard note of a lifetime soldier. Ruadhán wears the traditional saffron tunic of the Kerns well-made and finely embroidered, but now dirty, worn and in need of some repair. Over his robe a leather vest protecting his torso can be seen, much used, but well repaired. In his left hand he carries a very fine leather covered targe (small shield), however, whereas many are usually strengthened with metal hobnail studs, Ruadhán's are sharpened and the boss forms a point instead. In the hand that holds his targe Ruadhán also carries 5 darts ready to throw at a moment's notice, whilst in his remaining hand he carries a short sword in its scabbard.
Ht: 6ft 1inches
Wt: 13st 2lbs
Age: 34
Hair: Ginger with grey sprinkled through and a balding patch
Eyes: Green/grey
Skin: Pale and freckly
Personality:
Ruadhán is generally a sociable man, quick with a laugh or a story and happy to sit and share a drink. However his eyes can be seen to scan his surroundings, constantly judging and assessing, although this does nothing to take away from the trustworthy and friendly personality he gives off. A natural supporter of the underdog Ruadhán can usually be found joining whomever he deems to be most awkward in that situation, whether he can help or not. Once outside, however a wolf like change comes over him, he adopts a hunched lope that he can keep up for hours even days. Meanwhile his senses are all put to use, eyes scanning the surrounding land, his mouth held open just a fraction to enhance his hearing and even the odd sniff of the air. His natural movement on his large bare feet elicits very little sound and he is careful about where he steps. Years spent ambushing and raiding, mean that Ruadhán is quick to spot potential ambush sites as he forever looks at the ground like a predator, wondering and noting how he can use the land if needed.
Background:
Born in a time of constant aggression between Connacht and Ulster, the farm that Ruadhan’s family worked suffered from constant raids. As such Ruadhan found himself learning the ways of a cattle raider from an early age, crossing the borders with his father and the Ri Tuaithe as part of the rising out, mainly serving as a helper and cattle boy. However as a young boy, these adventures quickly improved his strength and endurance and with his personable manner, it wasn’t long before various warriors were teaching him a thing or two. When old enough to join the battle line, he stumbled through his first couple of conflicts, copying the older men, casting his darts and retreating. On his third raid, the saints were clearly looking down on the young freeman, when he found himself the only man between his injured Ri Tuaithe and two charging Connaght warriors. With the saints guiding his arm, his first dart found its mark in the onrushing warriors neck. As the first warrior bled out on the ground, clutching at the large wooden shaft impaling him, the second rushed on, sweeping the young boy away with his shield and preparing to strike the Ri Tuaithe. Clearly the warrior thought Ruadhan of little threat, turning his back to strike the Ri Tuaithe dead, but he failed to account for the ferocity of the youth. Bounding forward, Ruadhan leapt onto the warriors back, slashing his blade at the warrior’s shoulder and giving the Ri Tuaithe the chance to drive his blade into his enemy’s chest, finishing him.
Such foolhardy or brave action was rewarded by the Ri Tuaithe. Pulling Ruadhan into fosterage with himself, he had the boy trained to fight alongside his men-at-arms. Growing quickly in the house of the Ri Tuaithe, Ruadhan grew tall and strong, an expert at wielding the traditional weapons of the kern and in the constant ambushing and raiding of other kingdoms.
On reaching the end of his fosterage, Ruadhan was gifted a beautiful shield of a slightly odd design by his Ri Tuaithe and sent out to fend for himself. With no inheritance ever to be forthcoming from his father, a lowly semi-freeman, Ruadhan found himself joining the fian. His lack of noble blood caused a little difficulty at first but having grown up with many of them and with the combination of his easy way with people and his fighting skills, he soon found his niche.
When hostilities eased off in 1150 as Connaght hostages were given to Murtagh Maclochlin, Ruadhan and the local fian found themselves with little to do and a chance to earn status and wealth. As such it wasn’t long before Ruadhan found himself marching with his former enemies, mercenaries in the army of Turlagh Mor O’connor on the way to what became the battle of Moin Mhor. Surviving the vicious battle, Ruadhan returned home as part of the decimated fian, wealthy but sick of war. On his return, Ruadhan was now able to afford to take a wife and settled down into life away from war, raising cattle and raising children.
Life passed, cattle grew and the pair were blessed with 2 sons (Óisín and Ciaran) and a daughter(Bronagh), although tragedy struck with the daughter. Complications in pregnancy and Ruadhan had to watch as his wife Aine was taken, but somehow his daughter Bronagh survived. Ever the awkward parent, Ruadhan struggled terribly with raising his children and it was with great relief he was able to give his sons into fosterage. His daughter on the other hand he struggled with even more, unable to mentally remove the connection between his daughter and his wife’s death, Ruadhan equally found himself feeling guilty for his struggle to love the little girl. All of this causing anger and frustration to build inside him, Ruadhan found himself wanting to fight again, to leave all else behind in the thrill and adrenaline of combat. Finding himself with an opportunity, he gave up his daughter into the care of his sister in law and arranged a Flaith-Ceile relationship to invest his land and cattle in until his children came of age. Now free to return to battle, Ruadhán approached his Ri Tuaithe, now the son of the man who fostered him. Initially just chasing down bandits and brigands, Ruadhán's skills came back quickly, his strength had never left him, but fitness took time to gain again.
The death of the High King, and the increasing strength of the Ulaid leaves Ruadhán in a quandary. Although his Ri Tuaithe has saved him and his family by being absent at the right moments and joining in the hunt for the High King's sons, Ruadhán feels dishonoured by this alliance with their traditional enemy.