Holy Guide

Sergei Alexandro "Kraven" Krave's page

32 posts. Organized Play character for G4lkun.


Full Name

Sergei Alexandro "Kraven" Kravenoff

Race

Versatile Human Ranger Lvl 8 (Flurry ) | HP 116 | AC 26 | ; Fort +14, Ref +18, Will +13; Evasion | Perception +17 ( Master) +2 Init : Focus spells 1/1

About Sergei Alexandro "Kraven" Krave

Sergei Alexandro "Kraven" Kravinoff
Flurry Ranger 8
Medium Human Versatile Heritage Humanoid
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Perception +15 (+2 initiative);
Languages Taldane, Skald, Mwanghi.
Skills :Acrobatics +14, Athletics +14, Diplomacy +10, Intimidation +10, Lore: Legal +11, Medicine +11, Nature +13, Performance +10, Stealth +14, Survival +15, Thievery +14

Str +4, Dex +4, Con +2, Int +1, Wis +1, Cha +0
Items +1 Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Belt of Good Health, Aeon Stone (Pearly White Spindle), Healer's Tools (Expanded), Healer's Tools, Thieves' Tools, Wayfinder, Grappling Hook, Doubling Rings, Scroll of Heal lvl 2x2 , Scroll of Enlarge x2

AC 26; Fort +14, Ref +18, Will +13; Evasion
HP 116

Disrupt Prey Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using. Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.
Speed 30 feet

Melee Striking Smoking Sword +17 (Versatile P, Evocation, Fire, Magical), Damage 2d8+6 S

Melee Shortsword +16 (Agile, Finesse, Versatile S), Damage 2d6+6 P

Melee Club +16 (Thrown 10 ft.), Damage 2d6+6 B

Ranged Javelin (x3) +16 (Thrown), Damage 1d6+6 P

+ 1 Striking Cold Iron Glaive +17 ( Deadly, ForcefulReachMagica 1d8 , , Damgae 2d8 + 6

Feats :
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

Twin Takedown (Flourish) Frequency once per round Requirements You are wielding two melee weapons, each in a different hand. You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Quick Draw[b] (Ranger ) You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

[b]Hunt Prey[b] You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.
Focus Spells (1 points) Heal Companion

Additional Feats Animal Companion, Assurance, Blind-Fight, Experienced Tracker, Fleet, Forager, Heal Companion, Incredible Initiative, Natural Skill, Toughness
Additional Specials Assurance (Survival), Hunter's Edge (Flurry), Skilled (Diplomacy), Skilled (Performance), Trackless Step

Animal Companion: TI-ana

Mature Cat8
NM ediumMinion Animal
Perception +15; low-light vision, scent (imprecise, 30 feet)

Skills Acrobatics +14, Athletics +13, Intimidation +10, Stealth +16, Survival +13

Str +3, Dex +4, Con +2, Int -4, Wis +3, Cha +0
Items Unarmored

AC 24; Fort +14, Ref +16, Will +15
HP 68
Speed 35 feet

Melee Jaws (finesse) +14 (Finesse), Damage 2d6+3 P
Melee Claw (agile, finesse) +14 (Agile, finesse), Damage 2d4+3 S

[b]Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat’s reach make the target off-guard until the end of your next turn.
Additional Specials Your cat deals 1d4 extra precision damage against flat-footed targets.