Rooth
Representing Drowned Hero
Female Shifter (Beasthide) Ranger 2
Neutral
Strength 17 (+3) = 17
Dexterity 14 (+3) +2 dex = 16
Constitution 17 (+3) = 17
Intelligence 14 (+2) -2 int = 12
Wisdom 14 (+2) = 14
Charisma 12 (+0) -2 cha = 10
Size: Medium
Height: 5' 0"
Weight: 140 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black; Curly
Total Hit Points: 10+6+6 (+3con x2) =22
Speed: 30 feet
Armor Class: 20 = 10 + 3 [studded] +2
[heavy wooden] +6 [dexterity] (downgraded t0 5)AC Shifted : 21 = 10 + 2 [heavy wooden]
+6 [dexterity] (downgraded t0 5)+ [+2 con +4 AC when Shifting]
Touch AC: 13
Flat-footed: 15
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +2 = 0 [base] +2 [wisdom]
Attack (handheld): +5 = 2 [base] +3 [strength]
Attack (unarmed): +5 = 2 [base] +3 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +5 = 2 [base] +3 [strength]
Languages: Common Sylvan Goblin Dover
Spear [1d8, crit x3, range incr 20 ft., 6lb., two-handed, piercing]
Flail MW [+1 Attack - 1d8, crit x2, 5 lb., one-handed, bludgeoning]
Longsword MW [+1 Attack - 1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Studded armor [light; +3 AC; max dex +5;check penalty -1; 20 lb.]
Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]
Feats:
Shifter defense [DR2\silver while shifting lvl 1
Beasthide Elite [nat armor is +4] included
Track [free to rangers]
Two-Weapon Fighting [ranger two-weapon track]
Traits:
Code:
Shifting (Su): Once per day, a shifter can enter a state where he can change into a lycanthropic state.
Adding a +2 bonus to one of the charcters physical ability scores. (str, dex or con).
Shifting is a free actionand last for a number of rounds equal to 3+ the shifters con modifier
(If a shifter trait or other effect increases the characters Con modifier, use the newly improved modifier).
Every shifter feat a character takes increases the duraion of shifting by 1 round.
For every two shifter feats a character takes, the number of times per day she can tap into de ability increases by one.
So inevery two feat shifter feat a shifter can use the ability two times per day and each use
of the ability last the number of round equal to 5 (instead of 3) + the shifter's Con modifier.
Skills
Code:
Appraise Int 2 =+2
Balance Dex* 7 =+3+2+2 [shifter]
Bluff Cha -1 =-1
Climb Str* 10 =+3+5+2 [shifter]
Concentration Con 2 =+2
Diplomacy Cha -1 =-1
Disguise Cha -1 =-1
Escape Artist Dex* 3 =+3
Forgery Int 2 =+2
Gather Info Cha -1 =-1
Handle Animal Cha 1 =-1+2
Heal Wis 2 =+2
Hide Dex* 8 =+3+5
Intimidate Cha -1 =-1
Jump Str* 7 =+3+2+2 [shifter]
Listen Wis 4 =+2+2
Move Silently Dex* 8 =+3+5
Ride Dex 5 =+3+2
Search Int 7 =+2+5
Sense Motive Wis 2 =+2
Spot Wis 7 =+2+5
Survival Wis 2 =+2
Swim Str** 5 =+3+2
Tumble Dex* 4 =+3+1
Use Rope Dex 3 =+3
1 skillpoont reserved to language dover
* = check penalty for wearing armor
Search >=5 ranks gives +2 on survival checks while tracking.
Shifter
* Eberron character race.
* +2 dexterity, -2 intelligence, -2
charisma (already included)
* Low-light vision
* +2 on balance, climb, and jump
Ranger
* Favored enemies
* Track as bonus feat (already
included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)
Favored Enemies:
* Humanoids (goblinoid) +2
This ranger chose the two-weapon combat track.
Code:
Arrows (quiver of 20) x2 2g
Backpack 2g
Bedroll 1s
Blanket, winter x1 5s
Firewood (1 day) x10 1s
Flint and steel 1g
Grappling hook 1g
Lantern (hooded) 7g
Oil flasks x10 1g
Rations (1 day) x4 2g
Rope (50', silk) x2 20
Signal whistle 8s
Torches x10 1g
*
-Potions-
-Weapons-
Longsword MW 315 gp
Flail MW 308 gp
Spear 2 gp
Longbow Composite 100 gp
-Armor-
Studded leather 25 gp
Heavy Wooden Shield 7gp
Total = 807g
Left --- 93g
Background
Code:
Rooth has never seen a city from the inside, her tribe preferred to use
another 3 days in the wild to walk past them trying to never see the smoke of the
chimneys or the birds that flew over the city's garbage areas. Curious? yes indeed
but caution and the few encounters with town people where never of the good sort.
They flee from their tribe calling them monsters and bloodsuckers. What in the
childhood was ok as she never could think of strapping her body with hard leather
and boots, learn how to 'behave' and manage wealth. She was happy with soil
under her feet, wind and rain in the hair and something to hunt.
Reaching adulthood was the big change as the curiosity about the cities and people
grew. She started to visit small villages to trade her bows and arrows with rabbit
skins and bird feathers. Her tribe saw her more then a eccentric soul a curious
one and allowed her to leave them in seek of knowledge to their tribe, not only
material knowledge but also the way of gods and nature. The deal was to return
to the tribe every three years so she could pass on the knowledge she learned
on her expedition and be part of the rituals that would take her closer to her
animal side and the ways of the Shifter.
Rooth has a kind soul even her frightening outside would tell otherwise, she has temper in all matters that has with patronizing her, the tribe or more important Nature. She takes care of those that take care of her and has a strong sense of loyalty to person, a group or a
cause.Her inner self seeks something she still dont fully comprehend, but she may
instinctive believe that her lyncanthropic heritage has something to do with it.