Abra Lopati

Samias North's page

53 posts. Alias of DBH.


Full Name

Samias North

Race

Human. Ranger 4. HP40. AC17, T13, FF13. Fort 6. Ref 7. Will 3. Init +3. Perception +9

Strength 14
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 14
Charisma 12

About Samias North

SAMIAS NORTH

Male Human (Taldan) ranger 4, NG medium humanoid (human)

Init +3; Senses Low-Light Vision, Perception +9,

Languages Common, Polyglot, Sylvan

AC 17, touch 13, flat-footed 14, hp 40 (4HD)

Fort +6, Ref +7, Will +3, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Ranged crossbow, heavy (darkwood) +8 (1d10/19-20), within 30 ft. +9 (1d10+1)
Ranged crossbow, heavy (darkwood) [deadly aim] +6 (1d10+4/19-20), within 30 ft. +7 (1d10+5)
Melee silver dagger, masterwork +7 (1d4+1/19-20)
Ranged silver dagger, masterwork (thrown) +8 (1d4+2/19-20), within 30 ft. +9 (1d4+2)
Melee masterwork longsword +7 (1d8+2/19-20)
Melee handaxe +6 (1d6+2/x3)
Melee dagger (cold iron) +6 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +7 (1d4+3/19-20), within 30 ft. +8 (1d4+3)

Abilities Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 12,
Base Atk +4; CMB +6; CMD 19

Atk Options Deadly Aim, Humanoid (Human) +2,

Prepared Spells Prepared Spell List
Ranger (CL 4th):
1st - longstrider (DC )

Special Qualities Bonus Feat, Combat Style Feat, Favored Terrain (Plains) +2, Hunting Companions, Low-Light Vision, Skilled, Track +2, Wild Empathy +5,

Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Reload (Crossbow (Heavy))

Skills
Climb +7,
Craft (Traps) +8,
Craft (Untrained) +2,
Handle Animal +5,
Heal +7,
Intimidate +5,
Knowledge (Dungeoneering) +6,
Knowledge (Geography) +7,
Knowledge (Nature) +9,
Perception +9,
Profession (Cook) +6,
Profession (Trapper) +7,
Ride +7,
Spellcraft +7,
Stealth +10,
Survival +9, Survival (Follow or identify tracks) +11,
Swim +7,

Possessions outfit (explorer's); mithral shirt; masterwork longsword; handaxe; dagger (cold iron); Crossbow, Heavy (Darkwood) ; Crossbow, Heavy (Darkwood) ; Handy Haversack [ Gear Maintenance Kit; Mess Kit; Ranger's Kit; Shark repellent 10, Shaving Kit; Survival Kit (Masterwork); Cooking Kit; Coffee Pot; Potion of Cure Light Wounds (x4); Potion of Hide from Animals (x2); Oldlaw Whiskey (Bottle); Oil (1 Pint Flask) (x2); Lantern (Hooded/Waterproof); Coffee Beans (per lb.) (x2); Bolts, Crossbow (10) (x4); Bolts, Crossbow (10/Adamantine); Bolts, Crossbow (10/Alchemical Silver) (x2); Bolts, Crossbow (10/Cold Iron) (x2); ]; Wrist Sheath, Spring Loaded [ Silver Dagger, Masterwork; ];

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Terrain (Plains) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 2 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.