Full Name |
Theod Garess |
Race |
Human |
Classes/Levels |
Ranger 2 | AC 14 T 12 FF 12 | HP 20/20 | F +5 R +5 W +1 | Init +4 | Perc +6 |
Gender |
Male |
Size |
Medium |
Age |
21 |
Alignment |
CG |
Deity |
Desna |
Languages |
Common |
Strength |
17 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
13 |
Charisma |
13 |
About Theod Garess
Theod Garess
Male Human (Varisian) Ranger (Infiltrator, Dungeon Rover) 2
CG Medium Humanoid (human)
Hero Points 1
Init +4; Senses Perception +6
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 20 (2d10+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 30 ft., noble born - garess
Melee Bec de corbin +5 (1d10+4/x3) and
. . Unarmed strike +5 (1d3+3/x2)
Ranged Longbow +4 (1d8/x3)
Special Attacks favored enemy (humans +2)
Ranger (Infiltrator, Dungeon Rover) Spells Prepared (CL 0):
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Statistics
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Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Additional Traits, Combat Reflexes (3 AoO/round), Power Attack -1/+2
Traits Affable, Faithful Artist (Perform [dance]), Noble Born - Garess, Reactionary
Skills Bluff +1 (+3 vs. humans), Diplomacy +6 (+8 to gather information.), Disable Device +7, Knowledge (dungeoneering) +5 (+7 vs. humans, +7 to navigate underground), Knowledge (engineering) +5 (+7 vs. humans), Knowledge (geography) +5 (+7 vs. humans), Knowledge (local) +5 (+7 vs. humans), Knowledge (nature) +6 (+8 vs. humans), Perception +6 (+8 vs. humans, +8 in underground environment to notice traps, potential cave-ins and dangerous flora), Perform (dance) +7, Sense Motive +1 (+3 vs. humans), Stealth +7, Survival +6 (+8 to avoid becoming lost when using a Mapmaker's Kit as you travel, +8 to avoid becoming lost when using a Mapmaker's Kit as you travel, +8 vs. humans, +8 to avoid becoming lost when using this); Racial Modifiers noble born - garess
Languages Common, Dwarven, Varisian
SQ combat styles (two-handed weapon), hero points, stone scouting, vermin affinity
Combat Gear Potion of cure light wounds, Alchemist's fire, Thunderstone (2); Other Gear Leather armor, Arrows (60), Bec de corbin, Blunt arrows (60), Longbow, Backpack (14 @ 15 lbs), Belt pouch (3 @ 1.5 lbs), Compass, Everburning torch, Flint and steel, Gear maintenance kit, Grooming kit, Journal, Mapmaker's kit, Mapmaker's kit, Measuring cord (10 ft.) (5), Mess kit, Thieves' tools, Torch (2), Trail rations (2), Waterproof bag (empty), Waterskin, 91 GP, 3 SP, 2 CP
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TRACKED RESOURCES
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Alchemist's fire - 0/1
Arrows - 0/60
Blunt arrows - 0/60
Potion of cure light wounds - 0/1
Thunderstone - 0/2
Torch - 0/2
Trail rations - 0/2
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Special Abilities
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Affable +2 on Diplomacy to gather information and do so in half time.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Faithful Artist (Perform [dance]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Noble Born - Garess Ignore movement penalty for first 5' of rocky ground/round. +2 Appraise natural stones or metal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Vermin Affinity +3 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.