rngrxyz's page

No posts. Organized Play character for wuhan.


Full Name

rngrxyz

Race

elf

Classes/Levels

ranger6

Gender

m

Size

5'9

Age

23

Special Abilities

1st favored enemy, track, wild empathy,

Alignment

CG

Deity

desna

Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 7

About rngrxyz

14(5) 18 +2dex +1 (7) 12con -2 (5) 14 +2int (2) 12 -2 (5) 7 (-4)

lvl6 16,000 gp

init:+4 (+2 underground)
spd: 30' (+10' longstrider)
HP: 52 (10base +5x6 +6con+6favored class) (+2d8+3 aegis of recovery)
AC: 19 (5armor 4 dex)
F/R/W
7/10/5 (5/5/2) +2vs fear, +2 vs Enchantment spells, (+2 vs continuing effects.) +1/day Reroll any save.

CMB:+8 (6bab2str)
CMD: 22 (6bab2str4dex)

Feats:
Low-light vision:
Endurance (do not tire easily)
1st* Point blank shot
Ranger2* Rapid shot
Ranger6* Improved Precise Shot
3rd Precise Shot
5th Deadly Aim -2atk +4dmg

Spells:
2 1st lvl spells/day
Long strider 3/hr
Feather step 30min

Adaptive Darkwood Composite Longbow +1 3330
10 adamantium arrows 600
20 silver arrows 42
20 cold iron arrows 2
10 blunt arrows 1

Bracers of Falcom Aim 4000
Cloak of Elven kind, 2500
MW Great axe 320
Chain shirt +1 1250
Cloak of protection +1 1000
2 Potions of Cure light 100
Aegis of Recovery, 1500
An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

wrist sheath10
scroll of hunters eye 4min +20perception vs 1 target/see invis/ignore fog 200
speak with animals 1min
ant haul 2hr
detect aberration 10min
delay poison 1hr
dagger
50'rope

22.5gp

You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.

normal shot beyond 30', with Deadly Aim : +9 1d8+7 (6bab 4dex 1wpn -2aim)
Rapid shot 30' Longbow: +9+9/+4 (6bab 4dex 1ptblnk 1bracers -2rpdsht 1wpn -2deadlyaim) =1d8+8 (2str 1 bow 1pbshot 4aim)

Great axe: +9/+4 1d12+3 (6bab 2str 1 wpn )

Archtype: Guide:
Ranger’s Focus (Ex)

At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

This ability replaces favored enemy.

Favored terrain = Underground
Terrain Bond (Ex)

At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

This ability replaces hunter’s bond.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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).

Track:
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (+4)

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.

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).

Class Skills

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

6acrobatics9
6Climb10
3survival8 (+2 in underground) (+3 to track)
6swim10 (11-1)
6perception16 (6base+3rank+2wis+3bracers+2elf) and (+2 in Underground)
6stealth17 (6base+3rank+4dex+5cloack = 18-1) (+2 in Underground)
6knowledge dungeoneering11
3knowledge geography8 (+2 underground)
6knowledge nature11

Stealth: When moving at a speed greater than half but less than your normal speed, you take a –5 penalty.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Religion trait:
Lessons of Chaldira
Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Combat trait:
Courageous

Benefit: You gain a +2 trait bonus on Saving Throws against fear effects

Improved Precise Shot (Combat)

Your ranged attacks ignore anything but total concealment and cover.

Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Normal: See the normal rules on the effects of cover and concealment in Combat.