About Torgan SteelkegTorgan Steelkeg
Defense::
AC 25, touch 16, flat-footed 22 (+7 armor, +3 Dex; +2 natural armor, +3 deflection) HP 121 (12d10+1d12+38) Fort +12 [8+1], Ref +14 [8+0], Will +7 [4+0] Defensive Abilities Offense::
Speed 20 ft. Melee Agrimmosh (+2 Throwing Impact Warhammer) +20 (2d6+7; x3) Melee dwarven maulaxe (+2 Giant Bane) +20 (1d6+7; x3) Melee dwarven waraxe +18 (1d10+5; x3) Ranged dwarven maulaxe (+2 Giant Bane) (1d6+7; x3) Spells:
Ranger - CL 9 1st: 2+1/day - CLW (x3) 2nd: 2+1/day - Barkskin (x2); Empty 3rd: 1/day - Instant Enemy Statistics::
Str 20, Dex 20, Con 14, Int 10, Wis 15, Cha 6 Base Attack +13; CMB +18; CMD 36 Feats: Two-Weapon Fighting; Quick Draw; Boon Companion; Imp. Two Weapon Fighting; Double Slice; Gtr. Two-Weapon Fighting; Far Shot Bonus Feats: Endurance; Precise Shot; Improved Precise Shot; Point Blank Master Skills (76 Ranks) Climb [1] +9; Handle Animal [9] +10; Kn. (Dun.) [2] +5; Kn. (Nat.) [12] +15; Perception [13] +17; Profession(Brewer) [13] +17; Ride [9] +15; Stealth [5] +11; Survival [11] +15; Swim [1] +9 Languages Common, Dwarvish Traits Artifact Hunter: You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion; Glory of Old- You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Racial Traits Slow and Steady: 20’ move speed; Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype; Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities; Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground; Craftsman: Dwarves gain a +2 racial bonus on Profession and Craft checks relating to metal or stone; Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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; Darkvision: Dwarves can see perfectly in the dark up to 60 feet; Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. SQ Combat Style-Archery (Precise Shot; Improved Precise Shot), Track, Wild Empathy, Favored Enemy (Humanoids(orc) +2; Outsider(evil) +2; Humanoid(giant) +6), Favored Terrain (Urban +2/Mountain +4), Woodland Stride, Evasion Combat Gear Dwarven Maulaxe (+2 Giant Bane; Regular [x2]), Dwarven Waraxe, Giant Defiant +2 Scale Mail, Goggles of Dwarven Anger (Instant Enemy; 2/day), Agrimmosh (+2 Throwing Impact Warhammer), Blinkback Belt of Strength/Dexterity +4, Amulet of Natural Armor +2, Cloak of Resistance +3, Headband of Inspired Wisdom +2, Ring of Protection +3 Other Gear Yak; Ranger’s Kit (Backpack, Bedroll, Small Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft.); Brewing Gear (Wagon; Hops; Malt; Barley; Etc.) [100 GP worth] Remaining Gold 26 GP Special Abilities::
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Favored Terrain (Ex):At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment. --Mammoth Rider--
Animal Companion (Malt the Yak):
N Huge animal Init +1; Senses low-light vision, scent; Perception +5 DEFENSE AC 25, touch 10, flat-footed 23 (+12 natural; +2 Dex; +3 armor; -2 size) hp 93 (11d8+44) Fort +11 (7+4), Ref +9 (7+2), Will +3 (3+0) Special: Evasion; Devotion; Stampede; Trample OFFENSE
STATISTICS
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Mounted Combat Rules (CRB pg. 201-202):
Mounts in Combat Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn. Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat. Combat while Mounted With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted. If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge). You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally. --- Brinya's Love:
A +1 dagger that can be activated to make it Ghost Touch for one minute; 1/day. While this is active, the dagger is under the effects of a Daylight spell and gains a +3 sacred bonus to CMD against sunder and disarm. Agrimmosh:
A +2 Impact Warhammer with hidden potential.
Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impact warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person (Fortitude D C 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes. In addition, Agrimmosh has other powers that are currently dormant and now awakened since you touched the forge. When the Hammer of Unmaking is struck against Minderhal’s Forge in the Cathedral of Minderhal these powers are reawakened, and Agrimmosh gains the following abilities. Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level as his own when attempting such a dispel check. Agrimmosh also gains 3 charges, which renew at the beginning of each day. The wielder can expend the listed number of charges to activate one of the following spell-like abilities as a full-round action; expending an extra charge to activate the spell-like ability reduces the casting time to a swift action instead. Regardless, the wielder of Agrimmosh can activate only one of the weapon’s spell-like abilities per round. • Heightened enlarge person (1 charge, DC 23; this replaces Agrimmosh’s 1/day enlarge person ability) • Heightened mass enlarge person (2 charges, DC 23) Lastly, Agrimmosh can be used in conjunction with Minderhal’s Forge at the Cathedral of Minderhal to resize magic armor and weapons. |