Stage Magician

Shien's page

99 posts. Alias of Jarred Henninger.


Ranger 4 | HP 41/41 | AC 18/13/15 | F +7 R +8 W +4 | Init +5 | Perc +10 | CMB +9 CMD 22 | 30 ft

About Shien

Male half-orc ranger 5
N Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +10
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 41 (5d10+15)
Fort +7, Ref +8, Will +4
Speed 30 ft.
Melee dagger +7 (1d4+8/19-20) or
. . dagger +7 (1d4+8/19-20) or
. . dagger +7 (1d4+8/19-20) or
. . dagger +7 (1d4+8/19-20) or
. . mwk nine-ring broadsword +8 (1d8+12/×3)
Ranged mwk composite longbow +7/+7 (1d8+4/×3)
Special Attacks combat style (archery), favored enemies (elves +2, humans +4)
Ranger Spells Prepared (CL 4th; concentration +6)
. . 1st—aspect of the falcon{super}APG{/super}, gravity bow{super}APG{/super}
Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 14
Base Atk +5; CMB +7; CMD 22
Feats Endurance, Fast Learner[ARG], Power Attack, Quick Draw, Rapid Shot
Traits magical knack, reactionary
Skills Acrobatics +4, Climb +8, Craft (bows) +11, Handle Animal +8, Heal +7, Intimidate +4, Knowledge (geography) +9, Knowledge (nature) +5, Perception +10, Ride +7, Spellcraft +9, Stealth +11, Survival +10, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ favored terrain (urban +2), hunter's bond (companions), orc blood, track +2, wild empathy +7
Combat Gear catching cape, cold iron arrows (50), potion of endure elements (2); Other Gear mithral kikko armor, blunt arrows (20), dagger, dagger, dagger, dagger, mwk composite longbow (+4 Str), mwk nine-ring broadsword, backpack, belt pouch, belt pouch, belt pouch, masterwork artisan's tools, silk rope (100 ft.), skeleton key (2), weapon cord, wrist sheath, spring loaded (2), 279 gp, 9 sp
Special Abilities
Catching cape (1 uses) Grants 20% miss chance against ranged attacks for 1 minute or until you're missed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs. Favored Enemy (Elves) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Track +2 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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