| Full Name |
Soro Epidote |
| Race |
Oread |
| Classes/Levels |
Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2 |
| Gender |
M |
| Size |
M |
| Alignment |
N |
| Strength |
19 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
8 |
| Wisdom |
14 |
| Charisma |
8 |
About Soro Epidote
Current XP 10.5
Current PP 8
Fame 18
Male oread ranger (deep walker) 4
N Medium humanoid (oread)
Init +4 (+2 DEX, +2 Deep Knowledge) Perception +10; 60' darkvision
DEFENSE
AC 20/22 w/shield, touch 14, flat-footed 18 (+6 armor, +2 Dex, +1 enhancement, +2 shield, +1 deflection (temporary))
hp 40 (4d10+8+4)
Current hp 25
Fort +6+1, Ref +6+1, Will +3+1
OFFENSE
Speed 20 ft.
Melee +1 greatsword +9 (2d6+7/19-20/x2) or +1 greatsword PA +7 (2d6+13/19-20/x2) or mw morningstar +9 (1d8+4/x2) or mw morningstar PA +7 (1d8+8/x2)
Ranged javelin +6 (1d6+4/x2)
Special Attacks None
Spells Known None
STATISTICS
Str 19, Dex 14, Con 14, Int 8, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats
Power Attack (L1) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave (L2 ranger combat style feat) As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Dwarfblooded (L3) Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.
Skills
Climb +11/+9 in armor (+4 rank, +4 STR, +3 class skill)
Knowledge (Dungeoneering) +6 (+4 rank, -1 INT, +3 class skill)
Perception +11 (+4 rank, +2 WIS, +3 class skill, +2 Deep Knowledge)
Survival +11/+13 tracking (+4 rank, +2 WIS, +3 class skill, +2 Deep Knowledge, +2 for Tracking ability (situational))
Swim +11/+9 in armor (+4 rank, +4 STR, +3 class skill)
ACP -2
Traits
Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Armor Expert -1 Armor Check Penalty
Racial Modifiers
Languages Common, Terran
SQ Darkvision 60'
Combat Gear greatsword +1, mw alchemical silver morningstar, dagger, javelin (3), breastplate +1, heavy wooden shield, backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), 50' silk rope, whetstone, waterskin, 2 days trail rations, alchemist's fire (2), oil of magic weapon, potion of water breathing, cloak of resistance +1, CLW wand (47 charges) 0 pp, 1471 gp, 5 sp, 0 cp, #91 encumbrance ring of protection +1 (temporary)
SPECIAL ABILITIES
Favored Classes: Ranger; L1-L4: +1 HP
Tracking: +(level/2) to Survival checks when following trails
Favored Enemy: Magical beasts; +2 to attack and damage rolls; +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against magical beasts
Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod (1d20 + 2)
Deep Knowledge (Ex): At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level). This ability replaces favored terrain.
Hunter's Bond (Ex): At 4th level, a deep walker forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the deep walker's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Stonecunning: Dwarfblooded oreads receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Spell-Like Ability: Magic stone 1/day (caster level equals the oread's total level).
Energy Resistance: Oreads have acid resistance 5.
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.