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Organized Play Member. 1 post (339 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters.


Race

Half-Elf

Classes/Levels

Ranger (Skirmisher) 7 - HP 73/77

Gender

-1 wis

Special Abilities

Hunter's Tricks 4/4

Alignment

LN

Languages

Common, Elven

Occupation

+3312gp +250

Homepage URL

+73gp

Strength 18
Dexterity 20
Constitution 10
Intelligence 9
Wisdom 12
Charisma 7

About Rilumin Nilvoril

HP: 77
AC: 20 =10 + 5 DEX + 5 ARMOR
Resist:
Init: +7 +2 Urban
Speed: 40

F: 7 = 5 base + 0 CON +2 RESIST
R: 12 = 5 base + 5 DEX +2 RESIST
W: 6 = 2 base + 1 WIS +1 TRAIT +2 RESIST
+2 vs Enchantment spells/effects
+2 vs Divination spells/effects

COMBAT +7 BAB
Melee
+1 Greatsword, +11/+6, 2d6+7, (19-20/x2)

Ranged
+1 Composite (+4) LongBow (19-20/x3)
Regular:
+14 1d8+5+4 1d8+5+4
+9 1d8+5+4

Deadly Aim:
+12 1d8+9+4 1d8+9+4
+7 1d8+9+4

Rapid Shot:
+12 1d8+5+4 1d8+5+4
+12 1d8+5+4
+7 1d8+5+4

RS+DA:
+10 1d8+9+4 1d8+9+4
+10 1d8+9+4
+5 1d8+9+4

calculated:

not calculated (conditional):
+1 atk/+1 dmg w/i 30ft (PBS)
+4 atk/dmg vs Orcs
+2 atk/dmg vs dwarves

+3.5 CRIT CONFIRMATION with longbows
Stalker's Mask bonus 1/day after use
Don't forget IPS to ignore concealment

Racial Traits:

  • Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
  • Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Half-elves have a base speed of 30 feet. +10ft from boots
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

  • Favored Class: +3.5 crit confirm with longbows

Class Abilities:

  • 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.
    Orc +4
    Dwarf +2

  • Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
    Wild Empathy (Ex):[/b] 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.

  • Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
    The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
    The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
    Combat Style Options
    Archery: If the ranger selects archery style, he can choose from the following list whenever he gains a combat style feat:
    Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
    - - At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
    - - At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

  • Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

  • 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.
    Urban

  • Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his 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 ranger'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.
    The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
    This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

  • Hunter’s Tricks: At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.
    The following is a list of hunter tricks and their effects.
    - - Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
    - - Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

  • Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
    Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Feats and Traits:

Feats

Skill Focus: Stealth
Point Blank Shot
Rapid Shot
Precise Shot
Endurance
Deadly Aim
Improved Precise Shot
Many Shot

Traits

  • Elven Reflexes: +2 Initiative
  • Carefully Hidden: +1 Will, +2 vs divinations

  • Skills:

    Skill Points at Each Level: 6 + Int modifier (-1)

    Acrobatics +17=5+3 +5 DEX +4 from speed
    Climb +14=7+3 +4 STR
    Escape +5= +5 DEX
    Fly +5= +5 DEX
    Handle Animal +2=1+3 -2 CHA
    Heal +5=1+3 +1 WIS
    Perception +16=7+3 +1 WIS +2R; +3Cm
    Ride +5= +5 DEX
    Stealth +23=7+3 +5 DEX +3SF; +5Cm
    Survival +14=7+3 +1 WIS +3Cl
    Swim +8=1+3 +4 STR

    ORCS: +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
    DWARVES: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
    URBAN: +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.

    Equipment:

    30 cold iron arrows

    4000gp Cloak of Resistance +2
    4000gp Belt of dex +2
    4000gp Falcon Bracers
    2700gp +1 Comp Bow (+4 str)
    2100gp +1 Mithral chain shirt
    3000gp Boots of Striding (boots of striding and springing, but minus +5 acrobatics, minus 2500gp cost)
    3500gp Stalker's Mask 1/day Disguise Self (Special version)
    200gp Sleeves of Many Garments

    +1 greatsword
    Composite Longbow (+4 str rating)
    Cold Iron Arrows (40)
    Blunt Silver Arrows (20)
    Handy Haversack

    Animal Companion; Player Notes: