Full Name |
Zuran Hillstrider |
Race |
Elf |
Classes/Levels |
Spirt Ranger/1 |
Gender |
Male |
Size |
Medium |
Age |
87 |
Alignment |
CG |
Strength |
14 |
Dexterity |
19 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
8 |
About Zuran Hillstrider
N Medium humanoid (Elf)
Init +6; Senses Perception 3 (+2 vs Human)
DEFENSE
AC 18 (+4 Armor +4 Dodge), touch 14, flat-footed 14
HP 10(1d10)
Fort (+2), Ref (+6), Will (+2)
Immune to Sleep effects
Campaign Enhancement: +1 Ranged Atk and Dmg
Special Abilities Favored Enemy (Human)
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.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy: 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.
OFFENSE
Speed 20 ft
Melee
Ranged
Special Actions
STATISTICS
Abilities
Str 14 (+2)
Dex 19 (+4)
Con 10
Int 12 (+1)
Wis 12 (+1)
Cha 8 (-2)
Base Attack +1; Melee +3
CMB +3 CMD 17
Feats
Point-Black Shot (+1 to hit targets within 30 feet)
Traits
Reactionary (+2 to init), Indomitable Faith (+1 to Will Save)
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.
Skill Modifier: Hide Armor -3 to all STR and Dex Skills
Skills :
Climb(str) 6 (+1)
Craft(int)
Handle Animal(Cha)
Heal(Wis) 5 (+1)
Intimidate(Cha)
Knowledge(Dungeoneering)
Knowledge(Nature) 5 (+1)
Perception(Wis) 5 (+1)
Profession(Wis)
Ride(Dex)
Spellcraft(int)
Stealth(Dex) 8 (+1)
Survival(Wis) 5 (+1)
Sense Motive(Wis) 5 (+1)
Swim(Str)
Languages
Common
Elvin
Celestial
MAGIC
COINS
PP –
GP – 31
SP – 3
CP –
EQUIPMENT
Carrying Capacity: Light – 58 lbs; Medium – 59-116 lbs; Heavy = 117-175 lbs; Current – 77lbs (Light)
Weapons – Long Bow +6 (76gp) 1d8+1(x3) 40 Arrows (2g)
Battleaxe (10g) +3 1d8+2(x3)
Armour – Hide (15g) +4 AC
Other Combat Gear –
Scrolls –
Potions –
Wands –
Other Magic Items –
Mundane Gear
Backpack(2g) : Trail Rations (1g 5s), Waterskin (1g) Bullseye Latern (12g) 1 pint of Oil (1s) Bedroll (1s)