Valeros

Ryland of Fal Dara's page

569 posts. Alias of Kozaric.


Classes/Levels

Init +5, HP:180/180; AC:21(24), F:10,R:10, W:4:Senses:Low Light Vision, Scent, Perception: +20

About Ryland of Fal Dara

Ryland of Fal Dara

Male Human Woodsman 12
Medium Humanoid
Init +7; Senses:Low Light Vision, Scent, Perception: +20
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DEFENSE
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AC: 23(26), touch 15, flat-footed 17. ( +8 Def, +5dex)
HP: 180 (12d10 + 36 Con+24sword)
Fort +12, Ref +12, Will +6
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OFFENSE
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Spd: 30 ft.
Melee:
Sword, Warders(Special) +22/+16/+11(1d10+14/17-20/x2)
MP Sword, Warders +22/+16/+11 (1d10+11/17-20/x2)
Sword, Short +18/+13/+6 (1d6+6/19-20/x2)
Dagger, +18/+13/+6 (1d4+6/19-20/x2)
Ranged:
Thrown Dagger +17/+12/+6 (1d4+6/19-20/x2) Range 10
Long Bow +17/+12/+7 (1d8/20/x3) Range 100
Special Attacks:
-Power Attack:-4 att +12 dam
-Point Blank Shot:+1 Attack and damage with missile in 30'
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STATISTICS
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Str 19(23) Dex 16(20), Con 16(20) Int 12(16) , Wis 13(17) , Cha 11(15)

Base Atk +12/+7/+2; CMB +18: CMD 31

Background Trait: Shadowspawn Hunter;
Feats: Power Attack, Weapon Focus: Warder Sword, Weapon Specialization: Warder Sword, (b)Quick draw, (b)Improved Critical (Warder), Point Blank, Combat Expertise, Improved Trip, (b)Power Heightened Senses

Hunter Tricks:
-Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.
-Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
-Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Skills:

Sword +3+5=+8

Languages: Common (Borderlands),
(6 +1Int +1Race= 11per level of Ranger)88
Acrobatics (Dex): +3 class +2 Dex+ 12ranks = +17
Climb (Str): 3class +4Str + 3Rank = +10
Craft (Int):
Handle Animal (Cha): 3class +0Ch +7 Rank = +10
Heal (Wis)
Intimidate (Cha): 3class +0Ch + 11 Rank = +14
Knowledge (geography) (Int), 3class+1int+11 ranks= +15
Knowledge (nature) (Int) 3 class +1int+ 11ranks= +15
Perception (Wis):3class +1wis + 12 Rank +4 phs = +20
Ride (Dex): 3class +2dex + 5Rank = +10
Survival (Wis):3class +1Wis +12 Rank = +16 (+20 track)
Stealth (Dex):3class +2dex +11 Rank = +16
Swim (Str):3class +4Str + 1Rank = +6

Sword Forms:

Feats:
-River of Light: Quickdraw
-Dandelion on the Wind: Improved Critical
FORMS:
-Cat Dances on the Wall :When in this form, once per round when a foe misses the Blademaster with a melee attack, the Blademaster can initiate an immediate trip attempt.
Cyclone Rages:A Blademaster gains the benefits of Improved Uncanny Dodge while in this form.
-Swallow Takes Flight:+1 AC
-Creeper Embraces the Oak:+2 AC
-Lightning of Three Prongs:+3AC

Woodsman:

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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.

A Wolfbrother adds +4 to influence wolves.

Madness: The voices of the wolves overwhelm a man and lead him to forget his humanity. Wolfbrothers can eventually become insane. Like male channelers, a wolfbrother gains a Madness rating.
The GM rolls 1d6 secretly to determine the starting rating.
Every time the wolfbrother advances a level in this class, the GM rolls an additional 1d3 and adds the result to the Madness rating.
Unlike a channeler afflicted by madness, however, there is none of the foul rotting that comes with advanced insanity. Rather, the Madness rating represents how far the human mind has been lost to the pack.
For more about madness, see Chapter 9.

Wolfspeech: A wolfbrother can converse telepathically with wolves, speaking mind to mind with them over a distance equal to his level x 5 miles. This effect does not alter the animal's intelligence, and so
responses and reactions to the wolfbrother are limited to the creature's perceptions.
Over time, a wolfbrother develops a wide network of lupine friends with
whom he frequently converses, learning their names, histories, habits, personalities, and the like.

Low-Light Vision: At 2nd level, the wolfbrother's eyesight becomes keen. They gain the Low-Light Vision ability.

Scent: At 2nd level, the wolfbrother's senses become heightened. They gain the Scent ability.

Favored Terrain (Ex): At 1st level, a ranger may select a type of terrain from the Favored Terrains table. 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).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Blight+2
Urban+4

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Wolfdream: At 3rd level, the wolfbrother becomes able to access the world of dreams. They gain the Awaken Lost Talent feat. They always
awaken to the Dreaming talent.

Wolf Bond: Beginning at 4th level, many wolfbrothers gain a full
-time mentor and companion who travels with them. This is identical to the Animal Companion ability of the Pathfinder™ ranger, except
that they must select a wolf.
See Chapter 10 for details on Wheel of Time™ wolves. See the
Pathfinder™ core rules for more information.
This ability replaces all levels of the woodsman's Hunter's
Focus ability.

Hunter's Trick: When a woodsman reaches 5th level, he learns the use of Hunter's Tricks, which typically grant a boon or bonus to the woodsman or a nearby ally. At 5th level, the woodsman learns one trick, selected from the list below.
At 7th level, and every two levels thereafter, he learns another trick. A woodsman can use these tricks a total number of times per day equal to 1/2 his woodsman level + his Wisdom modifier.
Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A woodsman cannot select an individual trick more than once.

Terrain Bond Upon reaching 5th level, the woodsman forms a bond with the land itself, enabling him to direct others in such terrain.
When in his favored terrain, the woodsman grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks.
Also, as long as they travel with him, the woodsman's allies leave no trail and can't be tracked.
The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

Woodland Stride (Ex): 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.

Swift Tracker (Ex): 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 (Ex): 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.

Sense Emotion: At 8th level, the wolfbrother's sensitivity to the scent of humans can tell him something about the emotions of people near him.
This provides a +4 competence bonus on Sense Motive checks.

Alert Pack: Beginning at 11th level, a wolfbrother can sense and call out to all wolves within range of his wolfspeech ability.
The GM may allow a Wisdom check to sense and contact wolves at greater
distances (DC 20 + 1 per additional 5 miles), but only if there are wolves gathered in large numbers. If the wolfbrother requests reasonable assistance of them, 1d6 wolves will come to his aid
. If doing so seriously endangers them or is otherwise against their natures, the wolfbrother can make a Wild Empathy check against a DC set by the GM to convince them. The GM determines how long it takes the wolves to arrive once called; in general, it takes about 10 minutes per mile of distance from the wolfbrother. This ability can be used once per day. This replaces the woodsman's Quarry ability.

Gear:
Starting = 1500 mk
Starting Package
Horse, Heavy,
Bit and Bridle
Saddle, Military
Studded Leather
Weapons/Armor
Armor, Chain Shirt 10gc 25lbs
Master Piece Sword, Warder 625 mk 3lbs
Shortsword, 10mk 3lbs
Longbow, 75mk 3lbs
20 Arrows 2mk 6lbs
Dagger, 2mk 1lb
Dagger, 2mk 1lb

Gear
Backpack (empty) 2 mk 2 lbs.
Pouch, belt (empty) 1 mk 1lb.
Bedroll 1 sp 5 lbs.
Shovel 2 mk 8 lbs.
Rope, silk (50 ft.) 10 mk 5 lbs.
Lantern, hooded 7 mk 2 lbs.
Oil (1-pint flask) 1 mk 1 lbs.
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 mk 4 lbs.
Flint and steel 1 mk —
Whetstone 2 cp 1lb
Grappling hook 1 mk 4 lbs
=27mk 2cp

=Total: 53mk 2sp 2cp (Spent)
On Hand
105 mk 8sp 8cp


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