[sblock=Simeon Longknife]
[sblock=Game Info]
Race: Half-Orc
Class: Ranger (Skirmisher/Guide)
Level: 6
Experience: 16,708
Alignment: Chaotic Neutral
Languages: Common, Orc, Draconic
Deity: ???[/sblock]
[sblock=Abilities]
STR: 17 +3 (07 pts) (+2 racial bonus)
DEX: 14 +2 (03 pts) (+1 @ LvL 4)
CON: 15 +2 (07 pts)
INT: 12 +1 (02 pts)
WIS: 13 +1 (03 pts)
CHA: 08 -1 (-2 pts)[/sblock]
[sblock=Combat]
HP: 72 = [6d10=60] + 12 (CON)
AC: 22 = 10 + 5 (armor) + 4 (shield w/feat) + 2 (DEX) + 1 (Natural)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 20 = 10 + 5 (armor) + 4 (shield w/feat) + 1 (Natural
INIT: +2 = +2 (DEX)
BAB: +6/+1 = +6/+1 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight)
CMB: +9 = +3 (STR) + 6 (BAB)
CMD: 21 = 10 + 3 (STR) + 2 (DEX) + 6 (BAB)
Fort: +7 = +5 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 2 (CON)
Refl: +7 = +5 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 2 (DEX)
Will: +3 = +2 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 1 (WIS)
Speed: 30'
Damage Reduction: none
Spell Resistance: none
Spell Failure: 15%[/sblock]
[sblock=Weapon Stats]
Standard Attack:
MW Scimitar(melee): +10 = +6 (BAB) + 3 (STR) + 1 (MW)/DMG: 1d6+1(S), CRIT 18-20x2
+1 spiked mithral heavy shield of bashing: +12 = +6 (BAB) + 3 (STR) + 3 (feat)/DMG: 2d6+4(P), x2
MW Comp. longbow [STR +3]: +9 = +6 (BAB) + 2 (DEX) + 1 (Magic)/DMG: 1d8+4(P), x3 - Range 110'
FULL ATTACK:
+8/+3/+12(scimitar,scimitar,shield bash) [/sblock]
[sblock=Racial Traits]
Abilities: +2 any Ability Score (STR)
Size: Medium
Speed: 30' Base speed
Darkvision: 60' (base only, upped it via feat)
Favored Class: Wizard
Intimidating:
Cavewight: Some Half-orcs live far from the surface, seeking solace in winding cave complexes. Half-orcs with this racial trait gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity:
Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock]
[sblock=Class Features]
Favored Enemy
Ranger's Focus(
Ex)
(modifier +4, 2 times per day): 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.
Track(
Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy(
Ex)
(1d20+5): 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(
Ex): At 2nd level, a ranger must select one of six combat styles to pursue: archery, two-weapon combat, crossbow, mounted combat, natural weapon, two-handed weapon, or weapon and shield. 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.
Chosen: Weapon and Shield
If the Ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting. At 6th level, he adds Saving Shield* and Shield Master to the list. At 10th level, he adds Bashing Finish* and Greater Shield Focus to the list.
* These feats are from the Advanced Player's Guide and are added to the feat section of this site.
Favored Terrain(
Ex) -
Underground: 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).
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.
Hunter's Bond
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.
Spells
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. This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Tricks Known - (Uses per day = 4)
Surprise Shift(
Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. [/sblock]
[sblock=Feats & Traits]
Prof. with all simple and martial weapons (ranger)
Armor Prof. (light and medium) (ranger)
Shield Prof. (ranger)
Deep Sight (LvL 1)
Shield Focus (combat style LvL 2)
Endurance (ranger bonus LvL 3)
Diehard (LvL 3)
Improved Shield Bash (LvL 5)
Shield Master (combat style LvL 6)
Traits:
Dangerously Curious: Gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill.
Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/sblock]
[sblock=Skills]
Skill Ranks: 42 = [6 (class) + 1 (INT)] x 6 (LvL) + 0 (Favored Class)
Max Ranks: 6 ACP: -0
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+2 = Acrobatics +2 +0 +0 +0 -0 DEX
+1 = Appraise +1 +0 +0 +0 INT
-1 = Bluff -1 +0 +0 +0 CHA
+8 =()Climb +3 +2 +3 +0 -0 STR
+1 =()Craft:_____ +1 +0 +0 +0 INT
-1 = Diplomacy -1 +0 +0 +0 CHA
na = Disable Device^ +2 +0 +0 +0 -0 DEX
-1 = Disguise -1 +0 +0 +0 CHA
+2 = Escape Artist +2 +0 +0 +0 -0 DEX
+2 = Fly +2 +0 +0 +0 -0 DEX
na =()Handle Animal^ -1 +0 +0 +0 CHA
+10=()Heal +1 +6 +3 +0 WIS
+3 =()Intimidate -1 +1 +3 +0 CHA
na = Know:Arcana^ +1 +0 +0 +0 INT
+10=()Know:Dungeoneering^ +1 +6 +3 +1** INT
na = Know:Engineering^ +1 +0 +0 +0 INT
+5 =()Know:Geography^ +1 +1 +3 +0 INT
na = Know:History^ +1 +0 +0 +0 INT
+2 = Know:Local^ +1 +0 +0 +0 INT
+5 =()Know:Nature^ +1 +1 +3 +0 INT
na = Know:Nobility^ +1 +0 +0 +0 INT
na = Know:Planes^ +1 +0 +0 +0 INT
na = Know:Religion^ +1 +0 +0 +0 INT
+2 = Linguistics +1 +0 +0 +0 INT
+12=()Perception +1 +6 +3 +2 WIS
-1 = Perform:_____ -1 +0 +0 +0 CHA
na =()Profession^:_____ +1 +0 +0 +0 WIS
+2 =()Ride +2 +0 +0 +0 -0 DEX
+1 = Sense Motive +1 +0 +0 +0 WIS
na = Sleight of Hand^ +2 +0 +0 +0 -0 DEX
na =()Spellcraft^ +1 +0 +0 +0 INT
+11=()Stealth +2 +6 +3 +0 -0 DEX
+10=()Survival +1 +6 +3 +3*(+1**) WIS
+7 =()Swim +3 +1 +3 +0 -0 STR
+9 =()Use Magic Device^ -1 +6 +3 +1 CHA
* added when following tracks only
** +1 trait bonus added when underground[/sblock]
[sblock=Equipment]
Code:
[U]Equipment Cost Weight[/U]
+1 mithral shirt 2,100gp 10lb
+1 spiked mithral heavy shield of bashing 5,020gp 15lb
mw scimitar 315gp 4lb
mw composite longbow [STR +3] 700gp 3lb
+1 arrows(20) 1,101gp 3lb
wand of cure moderate wounds(20 charges) 1,800gp ---
wand of shocking grasp(LvL3)(34 charges) 1,530gp ---
amulet of natural armor +1 2,000gp ---
potions:
-cure serious wounds(3d8+5) 750gp ---
-protection from arrows 300gp ---
ioun torch 75gp ---
traveler's outfit 00gp ---
mw backpack 50gp 4lb
rope (hemp 50') 1gp 10lb
bedroll .1gp 5lb
scroll case 1gp .5lb
- scroll: summon monster I 25gp ---
flint and steel 1gp ---
ink(1 vial) 8gp ---
inkpen .1gp ---
belt pouch 1gp .5lb
rations(10 days) 5gp 10lb
sack .1gp .5lb
torches(2) .02gp 2lb
waterskin 1gp 4lb
whetstone .02gp 1lb
spellbook 15gp 3lb
- value of spells 145gp ---
Treasure: 35gp, 6sp, 6cp Gems:1(20gp)
Total weight carried: 75.5/light load
Carrying Capacity:
Code:
Normal MW Backpack
Light 000-086 000-100
Medium 087-173 101-200
Heavy 174-260 201-300
[/sblock]
[sblock=Spellbook]
Cantrips: All (plus spark from APG)
1st level: true strike, magic weapon, protection from evil, jump [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'2''
Weight: 195
Hair Color: black mohawk
Eye Color: black
Skin Color: greyish green
Apperance: TBD
Deamenaor: Patient, calm, slow to anger, quick to action, fearsome when provoked Child like when it comes to magical "toys"
The above is before he learns that magical ability can be taught. Then he will be jovial, full of questions and energetic and eager to learn.[/sblock]
[sblock=Background]
Notes for background:
Simeon is a half-orc but it hardly shows in his appearance. As recorded by replacing orc ferocity with toothy (from APG). He looks more orcy than most orcs as well. Born and raised underground Simeon will replace the orc racial trait Intimidate with Cavewight. He grew up in the wilds of the caverns along the underdark. (I should take the Deep Sight feat as well).
Has a low will save - perhaps he has been effected by spells in the past like sleep, hold person, or others and he deemed it powerful magic he wish he had.
Simeon is left handed (although he doesn't know this yet). When a young orcling in training he constantly wanted to put his axe in his left hand. And every time an orc instructor would tell him he is "doing it wrong" and have him put it back in his right hand.
After many failed mock combats his axe was takin' away and he was given a sword (longknife) and shield. He was told due to his poor combat ability he would need the shield to survive. Simeon instantly took to the shield (in his left hand). He adapted to using it to block well (i.e. shield focus) and to counter attacking with it. It dealt more damage than his feeble "longknife" attacks (and should as it is considered his primary hand). And more and more he would bash someone with it over attacking with his scimitar even if it did open up his defenses (later he gets improved shield bash - finally learning to block and attack as one).
Thinking of adding he got the mithral shirt and shield off a dead dwarf maybe found him dying? Not sure or a skeleton of an old dead dwarf.
Amulet of natural armor is a leather cord through a hole in a rock that Simeon found. He is just lucky like that.[/sblock]
[sblock=Adventure Log] None yet[/sblock][/sblock]