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  1. #1
    Registered User
    Myrmidon (Lvl 10)

    fireinthedust's Avatar

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    May 2007
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    in the depths of the Earth!
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    ø Ignore fireinthedust

    FitDs E20 Pathfinder

    Post your characters here.
    MY FICTION: The first ever posted fan fiction for Numenera! Sword of Aeon (link: http://ninthworldhub.com/profiles/bl...of-aeon-part-1

 

  • #2
    Registered User
    Myrmidon (Lvl 10)

    fireinthedust's Avatar

    Join Date
    May 2007
    Location
    in the depths of the Earth!
    Posts
    2,685

    ø Ignore fireinthedust
    I'll reserve the first few spaces for myself
    MY FICTION: The first ever posted fan fiction for Numenera! Sword of Aeon (link: http://ninthworldhub.com/profiles/bl...of-aeon-part-1

  • #3
    Registered User
    Enchanter (Lvl 12)

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    Join Date
    Jun 2002
    Location
    Minnapolis, MN
    Posts
    16,421
    I Defended The Walls!

    ø Ignore Shayuri
    Thorn
    Thorn
    Female Half elf Rogue 10 / Shadowdancer 10
    Alignment: Neutral
    Age: 18
    Languages: Common, ?, ?

    Appearance:

    Statistics
    Str: 10 (+0) 0
    Dex: 34 (+12) 13 (17 + 2 racial + 5 level + 4 inherent + 6 item)
    Con: 18 (+4) 2 (12 + 6 item)
    Int: 14 (+2) 5
    Wis: 16 (+3) 0 (10 + 6 item)
    Cha: 20 (+5) 5 (14 + 6 item)

    Hit Points:240
    Armor Class: 42 (10 + 1 dodge + 12 dex + 8 armor + 5 deflection +5 natural + 1 insight)
    Initiative: +12
    BAB: +14
    CMB: +14
    CMD: 36
    Speed: 30'

    Saves
    Fort: +16 (+6 class, +4 con, + 5 resistance, + 1 competence)
    Reflex: +28 (+10 class, +12 Dex, +5 resistance, +1 competence)
    Will: +15

    Melee: Madness Deceiver, +32, 1d6+17, 15-20x2, (+2d6 if only one attack made in rnd, +5d6 sneak attack)
    Ranged:

    Feats
    b Skill Focus: Stealth
    1 Dodge
    3 Martial Weapon Prof: Scimitar
    5 Dervish Dance
    7 Mobility
    9 Combat Reflexes
    11 Conceal Scent
    13 Spring Attack
    15 Vital Strike
    17 Improved Vital Strike
    19 Shadow Strike

    Racial Abilities
    +2 Dex
    Medium, normal speed
    Low Light Vision
    Adaptability (Skill Focus as bonus feat)
    Elf Blood, Immunities (immune to magic sleep, +2 save vs enchantment)
    Keen Senses (+2 Perception)

    Class Abilities
    Rogue
    Sneak Attack 5d6
    Trapfinding (+5 Perception/Disable vs Traps)
    Improved Evasion
    Trap Sense +3 (saves/AC vs traps)
    Improved Uncanny Dodge
    Rogue Talents
    - Finesse Rogue (Weapon Finesse)
    - Trap Spotter (Get chance to notice traps automatically within 10')
    - Fast Stealth (No penalty to stealth for movement)
    - Resiliency (gain temp HP once/day)
    Adv Rogue Talents
    - Crippling Strike (2 Str damage on sneak attack)

    Shadowdancer
    Hide in Plain Sight
    Darkvision 60'
    Shadow Illusion (Simple Illusion) 5/day, DC16
    Summon Shadow
    Shadow Call (Greater Shadow Conjuration, 4/day, DC 22)
    Shadow Jump 320'/day
    Defensive Roll
    Slippery Mind
    Shadow Power (Shadow Evocation, 2/day, DC 20)
    Shadow Master (DR 10, +2 luck all saves, blind 1d6rnds on crit, only in dim light)
    Rogue Talents (Adv)
    - Opportunist
    - Combat Trick: Combat Expertise
    - Feat: Hellcat Stealth (Hide under observation in bright or normal light, at -10 stealth)

    Skills 110r + 80sd
    Acrobatics +33 (18 ranks + 12 dex + 2 + 3 class)
    Appraise +15 (10 ranks + 2 int + 3 class)
    Bluff +23 (15 ranks + 5 cha + 3 class)
    Climb +13 (10 ranks + 0 str + 3 class)
    Disable Device +34 (20 ranks + 12 dex + 3 class) +5 vs traps
    Escape Artist +25 (10 ranks + 12 dex + 3 class)
    Knowledge (Dungeoneering) +14 (9 ranks + 2 Int + 3 class)
    Knowledge (Local) +14 (9 ranks + 2 Int + 3 class)
    Perception +31 (20 ranks + 3 Wis + 3 class + 5 competence) +5 vs traps
    Perform (dance) +17 (9 ranks + 5 Cha + 3 class)
    Sleight of Hand +20 (5 ranks + 12 dex + 3 class)
    Steath +48 (20 ranks + 12 Dex + 3 feat + 3 class +10 item)
    Survival +4 (1 ccrank + 3 Wis)
    Use Magic Device +24 (16 ranks + 5 cha + 3 class)

    Weapons
    Madness Deceiver - +5 Keen Mithril Scimitar, 2lbs, 74,025

    Armor
    Bracers of Armor +8, 64k

    Equipment
    Amulet of Natural Armor +5, 50k
    Belt of Physical Might (Con/Dex) +6, 90k
    Headband of Mental Prowess (Wis/Cha) +6, 90k
    Eyes of the Eagle, 2.5k
    Cloak of Ethereal Resistance +5, 92.5k
    * Etherealness, 55k
    * Resistance +5, 25k+50%=37.5k
    Ring of Sympathetic Reflection, 120k
    * Spell Turning, 100k
    * Chameleon Power 12700+50% (rounded up to 20k)
    Ring of Protection +5, 50k

    Handy Haversack, 2k
    Pale Green Prism Ioun Stone, 30k
    Dusty Rose Prism Ioun Stone, 5k
    Gem of Seeing, 75k
    5'x5' Flying Carpet, 20k
    Dust of Tracelessness

    Wand of Darkness (50/50), 4500
    Manual of Quickness of Action +4, 110,000 (used)

    Money 250

    Background



    Shadow Companion
    Shadow
    Medium Incorporeal Undead
    Hit Dice: Special, 120hp
    Initiative: +2
    Speed: fly 40'(good)
    Armor Class: 15
    Base Attack +14
    Attack: Incorporeal touch +14, 1d6Str
    Special Attacks: None
    Special Qualities: +4 Will vs positive energy, cannot be turned/commanded, undead traits, incorporeal
    Saves: Fort +6, Ref +12, Will +7
    Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15
    Skills: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright)

    Feats: Dodge, Skill Focus: Perception
    Languages: Common

  • #4
    Registered User
    Minor Trickster (Lvl 4)

    Lughart's Avatar

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    Jun 2010
    Location
    Oslo, Norway
    Posts
    309

    ø Ignore Lughart
    Gerhard


    Race:
    human
    Class: fighter
    Level: 20
    Alignement: lawful neutral
    Languages: Common, giant

    Str: 28 (16 +2 race +4 lvl +6 magic, 10 pts.)
    Dex: 22 (15 +1 lvl +6 magic, 7 pts)
    Con: 20 (14 +6 magic, 5 pts)
    Int: 12 (2 pts)
    Wis: 10 (0 pts)
    Cha: 11 (1 pts)

    AC: 40 (10 +6 DEX +14 armor +5 nat + 5 deflection)
    HP: 310 ((10 +5 CON)x20 +10 FC)
    Init: +10 (6 DEX +4 feat)
    Speed: 30'
    CMD: 45 (10 +20 BAB +9 STR +6 DEX)(not including weapon training)
    CMB: +29 (20 BAB +9 STR)(not including weapon training)
    Melee: +29 (20 BAB +9 STR)
    Ranged:
    +26 (20 BAB +6 DEX)
    Fort: 22 (12 BS +5 CON +5 magic)
    Ref: 17 (6 BS +6 DEX +5 magic)
    Will: 13 (6 BS +2 feat, +5 magic)
    Damage reduction: 5/-
    Spell resistance: -

    Weapon stats

    Bleeding thunder:
    +41/+36/+31/+26, 4d6+23+1d6 elecricity+1 bleed (17-20/x3 + 2d8 sonic + deafen (fort DC 14 negates)) (29 melee +2 feat +5 class feature +5 magic)
    Phantoms bane(vs. undead): +43/+38/+33/+28, 4d6+25 (17-20/x3)
    Spear (thrown): +34, 1d8+17(x3) (26 ranged +4 class feature +4 magic)

    Armor stats

    Spiders silk: +14 AC, ACP 0, max dex +7

    Class/racial features: bonus feat, bonus skill points, bravery +5, armor training 4, weapon training (heavy blades +5, spears +4, close +3, bows +2, light blades +1) armor mastery, weapon mastery (greatsword)

    Feats

    Human: power attack
    Lvl 1: weapon focus (greatsword)
    Ftr 1: cleave
    Ftr 2: intimidating prowess
    Lvl 3: dazzling display
    Ftr 4: weapon specialization (greatsword)
    Lvl 5: master craftsman
    Ftr 6: shatter defences
    Lvl 7: craft magic arms & armor
    Ftr 8: greater weapon focus (greatsword)
    Lvl 9: iron will
    Ftr 10: great cleave
    Lvl 11: improved iron will
    Ftr 12: greater weapon specialization (greatsword)
    Lvl 13: deadly stroke
    Ftr 14: combat reflexes
    Lvl 15: improved critical (greatsword)
    Ftr 16: lunge
    Lvl 17: improved initiative
    Ftr 18: penetrating strike
    Lvl 19: skill focus (craft weaponsmithing)
    Ftr 20: greater penetrating strike

    Skills

    Ranks: (2 + 1 INT +1 race) x20 + 10 FC = 50

    Code:
    Skill                   Bonus  Ranks  CS    Mod   Misc
    craft (weaponsmithing)  +34    20     3     1     8 (feats) 2 (gear)
    intimidate              +32    20     3     0     9 (STR)
    knowledge (engineering) +14    10     3     1     0
    ride                    +19    10     3     6     0
    survival                +13    10     3     0     0
    swim                    +22    10     3     9     0
    climb                   +22    10     3     9     0
    Gear:
    Bleeding thunder; +5 shock, thundering, viscious, wounding greatsword
    Phantoms bane; +5 ghost touch, undeadbane greatsword
    +4 returning spear
    Spiders silk; +5 ghost touch mithral full plate armor
    Masterwork blacksmiths tools
    Belt of physical perfection +6
    Amulet of natural armor +5
    Cloak of resistance +5
    Ring of protection +5
    Ring of regeneration
    5x potion of cure serious wounds
    Boots of speed

    85 246gp
    My games
    http://www.enworld.org/forum/5337408-post79.html

  • #5
    Malacarus

    Lord Malacarus
    Lawful Evil Male Drow Wizard(necromancer) 20 XP:2,400,000

    Abilities: Str 10, Dex 14, Con 12, Int 27 (33 with headband), Wis 10, Cha 16

    InitiatiVe: +6 Hit Points 140 Speed 30 ft
    AC: 21 (touch 17, ff 19)
    Spell Resistance: 26

    Saves: Fort +12, Reflex +13, Will +17

    BAB: +10/+5
    Grapple +10

    Skills: Craft(alchemy) +33, Craft(sculptor) +15, Fly + 25, Knowledge (arcana) +33, Knowledge (religion) +33, Knowledge (Planes) +30, Knowledge (nature) +24, Knowledge (history) +31 (headband), Knowledge (nobility and royalty) +31 (headband),
    Spellcraft +33, Tumble +22 (headband), Perception +2
    Feats: Scribe Scroll, Command Undead (12/day, DC 25, Channel Resistance does not apply), Empower Spell, Quicken Spell, Spell Focus (Necromancy), Spell Focus (Illusion),
    Spell Penetration, Greater Spell Penetration, Improved Channel, Extend Spell, Greater Spell Focus (Necromancy), Greater Spell Focus (Illusion), Craft Wondrous Item,
    Craft Staff, Craft Wand, Improved Initiative

    Special: Faerie Fire, Darkness, Dancing Lights 1/day, Light Blindness, Darkvision 120 feet, Poison Use, Grave Touch 12/day (10 rounds), Lifesight 40ft
    Power Over Undead, Arcane Bond: Malacarus' Staff

    Spells Prepared (4/7/7/7/7/6/6/6/6/5, +1 slot per level for a necromancy spell, DC 21+level, CL 21)
    Specialized in Necromancy, opposition schools evocation and abjuration
    0-mage hand, prestidigitation, ghost sound, detect magic, disrupt undead
    1-ray of enfeeblement(2), mage armor*, charm person, silent image, unseen servant, shield(2),
    2-blindness/deafness, mirror image(2), command undead (2), hideous laughter, detect thoughts(2),
    3-dispel magic, suggestion, fly, nondetection, ray of exhaustion, displacement(2),
    4-enervation, greater invisibility(2), dimension door(2), scrying, phantasmal killer, animate dead,
    5-magic jar, teleport, dominate person, persistent image, overland flight, telekinesis, contact other plane,
    6-greater dispel magic, create undead, flesh to stone(2), true seeing, mass suggestion, quickened mirror image,
    7-quickened displacement(2), project image, waves of exhaustion (2), reverse gravity, limited wish
    8-horrid wilting, mind blank*, polymorph any object (2), discern location, summon monster VIII, quickened enervation,
    9-gate, time stop, shapechange, dominate monster, weird, astral projection

    *already up


    Spellbook:
    0-all
    1-ray of enfeeblement, charm person, silent image, grease, mage armor, shield, unseen servant, cause fear,
    2-hideous laughter, command undead, blindness/deafness, mirror image, detect thoughts*
    3-dispel magic, vampiric touch, ray of exhaustion, suggestion, fly*, nondetection*, magic circle against evil*, displacement*,
    4-enervation, animate dead, phantasmal killer, greater invisibility, scrying*, dimension door*, dimensional anchor*
    5-magic jar, teleport, dominate person, waves of fatigue, persistent image*, overland flight*, telekinesis*, nightmare*, seeming*, contact other plane*,
    6-greater dispel magic, create undead, symbol of fear, flesh to stone, contingency*, planar binding*, true seeing*, mass suggestion*,
    7-control undead, waves of exhaustion, reverse gravity, project image, limited wish*, greater teleport*, plane shift*
    8-horrid wilting, mind blank, clone, symbol of death, polymorph any object*, discern location*, summon monster VIII*, greater planar binding*, create greater undead*
    9-gate, time stop, astral projection, energy drain, shapechange, dominate monster*, weird*, wish*, shades*,

    *: denotes purchased spell. Purchased from other wizards for WBL purposes (per SRD chapter Magic), although it is more likely he coerced spells from enemies.


    Possessions: Headband of Vast Intelligence +6, orange prism ioun stone, tome of clear thought +5 (read at level 20), 21,000 gp black onyx gems, 101,000 gp diamond dust, 20,000 gp incense (gate component), magic jar focus, scrying focus, 2 true seeing ointments, 2 symbol of death components, spell component pouch, shapechange crown,
    blessed book (symbol of death cast on it, triggers when touched), cloak of resistance +5, scarab of protection (12 charges remain), ring of protection +5,
    ring of spell turning, handy haversack, greater rod of quicken, greater rod of empowerment, greater rod of maximize, sustaining spoon, contingency focus, 346275 gp

    Staff of Malacarus: 10 charges, contains the following spells: greater teleport (1 charge), plane shift(1 charge), greater planar binding(1 charge), mass suggestion(1 charge).
    Custom crafted, widely recognized and feared. Price: 63,000 (bought at full market price to represent crafting a while ago)

    contingency: when attacked by a weapon or spell, cast greater invisibility


    languages

    Elven and Undercommon, and drow sign language, draconic, common, and goblin as bonuses

    .
    Last edited by WarlockLord; Saturday, 7th May, 2011 at 07:19 AM. Reason: added languages. Apparently concentration no longer exists, so he's an alchemist.

  • #6
    Lune Xanfire

    Human lvl 20 Cleric of Iomedae, Lawful Good

    Str: 28 (16 + 6 magic, +2 Level +4 Inherit 10 pts.)
    Dex: 16 (10 + 6 magic)
    Con: 20 (14 +6 magic, 5 pts)
    Int: 10 (0 pts)
    Wis: 30 (14 +2 Race +6 Magic +3 Level +5 Inherit 5 pts)
    Cha: 14 (14 5 pts)

    HP: 300 (160 (20 * d8) + 20(Toughness) + 20(FC) + 100(CON))
    AC: 45 (10 + 14 Armor (+9 Base + 5 Enchantment) + 8 (2 Shield + 5 Enchancment + 1 Shield Focus) + 3 DEX + 5 Natural + 5 Deflection)
    Touch: 18
    FF: 42
    BAB: 15/10/5
    Init: +3
    CMB: 24
    CMD: 47

    Fort: +22
    Reflex: +14
    Will: +27

    Evil's Bane: +5 Ghost Touch/Holy/Spell Storing (Dispel Magic) (GMW: 40hrs) +30/+25/+20 1d8 + 14
    Light of Iomedae: Inactive

    Divine Bullwark: +5 Determination / Ghost Touch Mithril Full Plate (MV: 40) AC: 14; 1x: Breath of life < 0HP
    Divine Protection: +5 Mitrhil Shield : AC: 9

    Feats
    Human: Toughness
    Lvl 1: Heavy Armor Prof.
    Lvl 3: Extend Spell
    Lvl 5: Selective Channeling
    Lvl 7: Weapon Focus (Longsword)
    Lvl 9: Step Up
    Lvl 11: Craft Wondrous Item
    Lvl 13: Quicken Spell
    Lvl 15: Defensive Combat Training
    Lvl 17: Craft Magic Arms and Armor
    Lvl 19: Shield Focus

    Domains: Archon(Good), Glory)
    Domain Granted Powers

    Touch of Good: You can touch a creature as a standard action, granting giving it a +20 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 13 times per day.

    Touch of Glory: You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a + 20 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 13 times per day.

    Divine Presence: You can emit a 30-foot aura of divine presence for 20 rounds per day . All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier (DC 30). These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

    Aura of Menace: You can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for 20 rounds per day. These rounds do not need to be consecutive.



    Channel Positive Energy: 5 per day 10d6, can choose 2 targets to not be effected (DC 24 Will)

    Skills
    Code:
    Skill                         Bonus     Ranks   CS    Mod   Misc
    Diplomacy                      +25       20      3     2     0
    Spellcraft                     +23       20      3     0     0
    know (Religion)                +13       10      3     0     0
    Sense Motive                   +23       10      3     10    0
    Gear:
    Code:
    Item                          Cost              Effect
    Amulet of Natural Armor +5    50000             +5 Natural Armor
    Belt of Physical Perfection   144000            +6 STR/CON/DEX
    Clock of Resistance           25000             +5 Save Bonus
    Diamondsx9 (USED)             225000            +4 STR +5 WIS Wishes
    Evil's Bane                   50315             +1 Ghost Touch/Holy/Spell Storing (Dispel Magic) (GMW Cast on it to make it +5)
    Divine Sanction               56500             +1 Mithril Ghost Touch/Determiniation (at 0HP, Breath of Life) (MV Cast on it to make it +5
    Glove of Storing              10000             Store one item (Hilt of Light of Iomedae)
    Handy Haversack               2000              Cause you always need one?
    Headband of Wisdom +6         36000             +6 Wisdom
    Holy Symbol of Iomedae        25                DF
    Light of Iomedae              98315             +1 Brilliant Energy/Holy (Only works when Holy Sword is cast upon it.  Becomes +5 Briliant Energy/Holy (Needs Approval))
    Ring of Freedom of Movement   40000             Has Freedom of Movement full time
    Ring of Protection +5         50000             +5 Deflection Bonus
    Total:                        813,175


    Spells

    Spells Prepared(4/7/7/6/6/6/6/5/5/5, +1 slot 1+ for Domains DC 20+ Level CL 20)
    0 Detect Magic, Stabilize, Light, Create Water
    1 Divine Favor(d), Bless x3, Divine Favor x1, Protection from evil x2, Comprehend Languages
    2 Bless Weapon(d), Blessing of Courage and Life, Lesser Restoration x2, Spiritual Weapon, Weapon of Awe, Blank Spots x2
    3 Prayer(d), Prayerx2, Wind Wall, Dispel Magic, Blank Spots x2
    4 Magic Vestment (Extended), Holy Smite(d), Divine Power, Blessing of Fervor, Spiritual Ally, Death Ward, Blank Spot
    5 Greater Magic Weapon(Extended) , Righteous Might(d),Quickened Divine Favor, Quickened Bless , Cleanse, Breath of Life, Blank Spot
    6 Undeath to Death(d), Dispel Magic (Greater), Heal x2, Quickened Spiritual Weapon, Blank Spots x2
    7 Holy Sword(d), Restoration (Greater), Quickened Prayer x2, Blank spots x2
    8 Holy Aura(d), Quickened Divine Power, Quickened Spiritual Ally, Quickened Blessing of Fervor, Blank spots x2
    9 Gate(d), Heal Mass, Quickened Cleanse, Quickened Righteous Might, Blank Spots x2



    Xanfire Astral Plane Stats

    HP 300
    AC: 46/ T: 19/ FF 43
    Init: +3 / CMB: +24 / CMD: 47
    Fort: +22 / Ref: +14 / +27

    Evil's Bane: +1 Ghost Touch/Holy/Spell Storing (Dispel Magic) (GMW: 42hrs) +31/+26/+21 1d8 + 14 (15 Base + 5 Enchantment + 1 Focus + 1 Competence+ 9 STR)
    AC: 46 (10 + 14 (Mithril Full plate Armor: 9 Armor + 5 Enchantment) + 8(Shield: 2 Shield + 1 Feat + 5 Enchantment ) + 3 Dex + 5 Natural + 5 Deflection(Shield of Faith 42 21 Hours) + 1 Insight)

    Evil's Bane: +5 Ghost Touch/Holy/Spell Storing(Dispel Magic) GMW :42 Hrs
    Light of Iomedae: Inactive

    Divine Bulwark: +1 Ghost Touch Determination (MW + 4 Enchantment) 1x: Breath of life < 0HP;
    Divine Protection: MWK Mithril Shield (MV + 5 Enchantment)

    Divine Presence: 20 Rounds
    Aura of Menace: 20 Rounds
    Touch of Good: 13 Uses
    Touch of Glory: 13 Uses
    Channel Good Energy: 5 Uses (10d6, can choose up to two targets to not receive healing)

    Spells Prepared(4/7/7/6/6/6/6/5/5/5, +1 slot 1+ for Domains DC 20+ Level CL 21)
    0 Detect Magic, Stabilize, Light, Create Water
    1 Divine Favor(d), Divine Favor x2, Protection from evil x2, Comprehend Languages, Shield of Faith, Shield of Faith
    2 Bless Weapon(d), Grace, Lesser Restoration x2, Spiritual Weapon x2, Weapon of Awe, Resist Energy,
    3 Prayer(d), Prayer, Wind Wall, Dispel Magic x2, Magic Circle Against Evil, Magic Circle against Evil
    4 Holy Smite(d), Divine Power, Blessing of Fervor, Spiritual Ally, Death Ward, Magic Vestment (Extended), Magic Vestment (Extended)
    5 Righteous Might(d), Quickened Divine Favor, Cleanse, Breath of Life x2, Commune, Greater Magic Weapon(Extended) ,
    6 Undeath to Death(d), Dispel Magic (Greater), Heal x2, Owl's Wisdom(Mass) x3
    7 Holy Sword(d), Restoration (Greater) x3, Extended Blade Barrier, Extended Planar Adaptation
    8 Holy Aura(d), Quickened Divine Power, Quickened Spiritual Ally, Quickened Blessing of Fervor, Discern Location, Dimensional Lock
    9 Gate(d), Heal Mass, Quickened Cleanse, Quickened Righteous Might, Energy Drain, Miracle

    Other Items
    2 Spell Pearl of Power x4
    Gate Spell Component
    Winged Boots
    90,000 gp in Diamond Dust

    To Buy:
    Spell Focus for Holy Aura, Diamond dust for Miracle. Both at Temple
    Last edited by jackslate45; Thursday, 31st March, 2011 at 02:10 AM. Reason: Updated for Astral Plane

  • #7
    Registered User
    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

    Join Date
    Feb 2007
    Location
    Miscatonic U. professor of supernatural studies-Emeritus [Nolensville, Tenn.]
    Posts
    19,363
    OSRIC EN Publishing Pathfinder Circvs Maximvs Gygax Memorial Fund The Perturbed Dragon

    ø Ignore Scott DeWar
    Hedron longarrow NG Human Ranger 20

    Code:
    STR 19 +4   class: Ranger   Level: 20   EXP:
    DEX 25 +7   HD: 20 d 10 + 80   HP: 280/280
    CON 20 +5   DR:
    INT 20 +5   BAB: +20/+15/+10/+5   CMB:+24/+19/+14/+9   CMD 31
    WIS 22 +6   initiative: +7
    CHA 18 +4 
    
    human adjustment +2 to dex
    level adjustments:
    4: +1 Dex  8: +1 Wis  12: +1 Dex  16: +1 Wis  20: +1 Dex
    belt or perfection +6 to str, dex, con
    headband +6 to int, wis and cha
    
    Saves: base abil misc total
    Fort    +12  +5   +5  +22
    Ref     +12  +7   +5  +24
    Will     +6  +6   +5  +17
    
    Combat:
    weapon    attack        damage      crit  range  type notes
    Bow, long comp,mighty +4, +5 enc, distance, flaming burst, bane: human(giant)*
           +32/+27/+22/+17  1d8+9     19-20/X3 220 ft P   -1/220ft bynd 1st 220
           +32              4d8+9     19-20/X3 220 ft P (Gtr vital strike)
    *      +34/+29/+24/+19  1d8+9+2d6 19-20/X3 220 ft P (with giant bane)
    *      +34              4d8+9+2d6 19-20/X3 220 ft P (w/ giant bane/Gtr vital strike)
                               +1d6 flaming (from flaming burst)
                              +2d10 dam on crit   (flaming burst)   
           +1 att           +1 dam    (Feat point blank shot)
    longsword, +3 encht
           +27/+22/+17/+12  1d8+7     19-20/x2 --- S
           +27              4d8+7     19-20/x2 --- S (gtr vital strike)
    dagger,adamentine +1 (see also Feats: point blank shot and far shot)
           +25/+20/+15/+10  1d4+5     19-20/x2 10 ft P/S
           +25              4d4+5    19-20/x2 10 ft P/S (gtr vital strike)
    mace, hvy +2, disrup 
           +26/+21/+16/+11  
       Undead: dc 14 fort save or destroyed
           +26            (gtr vital strike)
    arrow- adamentine X 20              
         00000 00000 00000 (00000)
    Arrow- Bane: undead, +1 ench X 50   (vs undead: +2 att, +2d6 dam)     
         00000 000000 00000 00000 00000 00000 00000 00000 (00000 00000)
    Arrow-cold iron X 20                    
         00000 00000 00000 (00000)
    Arrows, norm X 40
         (00000 00000 00000 00000 00000 00000 00000 00000)
    Ammo: (# is in efficient quiver) otherwise in haversack
    
                             max           spell
    Armr              bonus  dex/dex  ACP  fail  magic wt move type
    mith. breastplate  +6    +5/+5     -2  15%    +9   15  20  lite
    
    A/C/TOUCH/FF
    30 / 24/  25
    
    Favored Enemy:
    :1: humanoid: goblinoid
    :2: undead
    :3: humanoid: giant
    :4: outsider: evil
    :5: Monstrous humanoid
    
    Favored Terrain:
    :1: forest
    :2: cold
    :3: mountains
    :4: planes-lower
    
    Class Features:
    Tracking
    Wild Empathy
    Combat Style: Archery-Far shot
    Endurance
    Hunter's Bond: Bound to allies
    Archery style feat: Rapid shot
    Woodland stride
    Swift Tracker
    Evasion
    Archery style Feat: improved precise shot
    Quarry
    Camouflage
    Archery style Feat: pinpoint tarting
    Improved Evasion
    Hide in plain sight
    Archery style Feat: Shot on the run
    Improved Quarry
    Master Hunter
    
    Feats:
    Race: point blank shot (+1 att, +1 dam within 30 fft rabge)
    lev 1 precise shot (shoot into melee with no penaty)
    lev 3 deadly aim (-5 att gives +10 damage)
    lev 5 Master craftsman
    lev 7 Craft Magic arms/armor
    lev 9 Improved critical (X 2 crit threat range)
    lev 11 Critical focus (+4 bonus on attack rolls made to confirm
                                critical hits)
    lev 13 vital strike 
    
    feat description
    Vital Strike (Combat) Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).
    lev 15 improved vital strike lev 17 Self-Sufficient +4 to heal and survival
    feat description
    Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
    lev 19 Greater vital strike Skills: 6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280 skill ranks c/s abil misc total notes Acrobatics (dex) + 1 -- +6 +7 +14 (boots) Climb (Str) +20 +3 +3 +6 +32 (gloves) Craft (Bowyer/fletcher) (Int) +20 +3 +5 +2 +30 (FEAT, CSTR LVL = 20) Handle Animal (Cha) +10 +3 +4 --- +17 Heal (Wis) +20 +3 +6 +4 +33 (FEAT) Knowledge (dungeoneering) (Int) +20 +3 +5 --- +28 (geography) (Int) +20 +3 +5 --- +28 (nature) (Int) +20 +3 +5 --- +28 (arcane) (int) --- -- +5 +20 +25 (headband) (Planes) (int) --- -- +5 +20 +25 (headband) Perception (Wis) +20 +3 +6 --- +29 Profession (hunter) (Wis) +15 +3 +6 --- +24 Ride (Dex) +14 +3 +5 --- +22 Spellcraft (Int) +15 +3 +5 --- +23 Stealth (Dex) +20 +3 +7 +10 +40 (ring) Survival (Wis) +20 +3 +6 +4 +33 (FEAT) (+10 for tracking) Swim (Str) +15 +3 +4 +5 +27 (gloves) Items: Mithral breastplate, glamored +4 ench, ghost touch, 55 900.0 gp Bow, long comp,mighty +4 bane: human.: giant, +5 enc distance, flaming, burst 162 800.0 gp arrow- adamentine X 20 1 200.0 gp Arrow- Bane: undead, +1 ench X 50 8 000.0 gp Arrow-cold iron X 20 1.5 gp long sword, +3 18 000.0 gp dagger,adamentine +1 5 002.0 gp mace, hvy +2, disrup 32 312.0 gp Handy haversack 2 000.0 gp efficient quiver 1 800.0 gp belt of physical perfection: +6 144 000.0 gp Boat, Folding 7 200.0 gp boots stride/spring 5 500.0 gp Cloak of Resistance +5 25 000.0 gp decanter of endless water 4 500.0 gp gloves of swimming and climbing 6 250.0 gp goggles of night 12 000.0 gp headband of Mental Superiority +6 144 000.0 gp skills: know planes & arcane necklace adaptation 9 000.0 gp Sustaining Spoon 5 400.0 gp Amulet of natural armor +5 50 000.0 gp Ring of freedom of movement 40 000.0 gp Ring of Chameleon Power 12 700.0 gp potion haste 00000 00000 7 500.0 gp potion cure serious 000000 00000 7 500.0 gp 3d8+5 potion rem disease 000 2 250.0 gp ============================================= 709 863.5 gp Spells/day: :1: :2: :3: :4: Base 4 4 3 3 Bonus 2 1 1 1 total 6 5 4 4 spell preped: level 1 Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy level 2 cure lite; cure lite; wind wall; prot fm energy; prot fm energy level 3 tree shape; water walk; cure mid.; plant growth level 4 Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride
    ranger spells



    1st-Level Ranger Spells

    Alarm: Wards an area for 2 hours/level.
    Animal Messenger: Sends a Tiny animal to a specific place.
    Calm Animals: Calms 2d4 + level HD of animals.
    Charm Animal: Makes one animal your friend.
    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Detect Animals or Plants: Detects kinds of animals or plants.
    Detect Poison: Detects poison in one creature or object.
    Detect Snares and Pits: Reveals natural or primitive traps.
    Endure Elements: Exist comfortably in hot or cold regions.
    Entangle: Plants entangle everyone in 40-ft. radius.
    Hide from Animals: Animals can't perceive one subject/level.
    Jump: Subject gets bonus on Acrobatics checks.
    Longstrider: Your base speed increases by 10 ft.
    Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    Pass without Trace: One subject/level leaves no tracks.
    Read Magic: Read scrolls and spellbooks.
    Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    Speak with Animals: You can communicate with animals.
    Summon Nature's Ally I: Summons creature to fight for you.

    2nd-Level Ranger Spells

    Barkskin: Grants +2 (or higher) enhancement to natural armor.
    Bear's Endurance: Subject gains +4 to Con for 1 min./level.
    Cat's Grace: Subject gains +4 to Dex for 1 min./level.
    Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
    Hold Animal: Paralyzes one animal for 1 round/level.
    Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
    Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
    Snare: Creates a magic booby trap.
    Speak with Plants: You can talk to plants and plant creatures.
    Spike Growth: Creatures in area take 1d4 damage, may be slowed.
    Summon Nature's Ally II: Summons creature to fight for you.
    Wind Wall: Deflects arrows, smaller creatures, and gases.

    3rd-Level Ranger Spells

    Command Plants: Sway the actions of plant creatures.
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
    Darkvision: See 60 ft. in total darkness.
    Diminish Plants: Reduces size or blights growth of normal plants.
    Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5).
    Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    Plant Growth: Grows vegetation, improves crops.
    Reduce Animal: Shrinks one willing animal.
    Remove Disease: Cures all diseases affecting subject.
    Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    Summon Nature's Ally III: Summons creature to fight for you.
    Tree Shape: You look exactly like a tree for 1 hour/level.
    Water Walk: Subject treads on water as if solid.

    4th-Level Ranger Spells

    Animal Growth: One animal doubles in size.
    Commune with Nature: Learn about terrain for 1 mile/level.
    Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
    Freedom of Movement: Subject moves normally despite impediments to movement.
    Non-detection M: Hides subject from divination, scrying.
    Summon Nature's Ally IV: Summons creature to fight for you.
    Tree Stride: Step from one tree to another far away.



    special info:
    favored enemy
    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 check

    favored terrain
    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).


    stat block


    Hedron Treefriend NG Human Ranger 20 hp: 280 / 280

    Senses:
    60 ft dark vision; perception + 29; stealth +40; survival +33; tracking +43
    Code:
    Saves:
    Fort    +22
    Ref     +24
    Will     +17
    
    A/C/TOUCH/FF
    30 / 24/  25
    
    Combat: primary weapon
    weapon  attack        damage      crit  range  type notes
    Bow, long comp,mighty +4, +5 enc, distance, flaming burst, bane: human(giant)*
         +32/+27/+22/+17  1d8+9     19-20/X3 220 ft P   -1/220ft bynd 1st 220
         +32              4d8+9     19-20/X3 220 ft P (Gtr vital strike)
    *    +34/+29/+24/+19  1d8+9+2d6 19-20/X3 220 ft P (with giant bane)
    *    +34              4d8+9+2d6 19-20/X3 220 ft P (w/ giant bane/Gtr vital strike)
                              +2d10 dam on crit   (flaming burst)   
         +1 att           +1 dam    (Feat point blank shot)
    Favored Enemy:
    humanoid: goblinoid +10
    undead +8
    humanoid: giant +6
    outsider: evil +4
    Monstrous humanoid +2

    Favored Terrain:
    forest +8
    cold +6
    mountains +4
    planes-lower +2



    spells prepared

    spell preped:

    level 1
    Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy

    level 2
    cure lite; cure lite; wind wall; prot fm energy; prot fm energy

    level 3
    tree shape; water walk; cure mid.; plant growth

    level 4
    Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride

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  • #8
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    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

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    Feb 2007
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    Miscatonic U. professor of supernatural studies-Emeritus [Nolensville, Tenn.]
    Posts
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    OSRIC EN Publishing Pathfinder Circvs Maximvs Gygax Memorial Fund The Perturbed Dragon

    ø Ignore Scott DeWar
    Hedron longarrow NG Human Ranger 20

    Code:
    STR 19 +4   class: Ranger   Level: 20   EXP:
    DEX 25 +7   HD: 20 d 10 + 80   HP: 280/280
    CON 20 +5   DR:
    INT 20 +5   BAB: +20/+15/+10/+5   CMB:+24/+19/+14/+9   CMD 31
    WIS 22 +6   initiative: +7
    CHA 18 +4 
    
    human adjustment +2 to dex
    level adjustments:
    4: +1 Dex  8: +1 Wis  12: +1 Dex  16: +1 Wis  20: +1 Dex
    belt of perfection +6 to str, dex, con
    headband +6 to int, wis and cha  
    
    Saves: base abil misc total
    Fort    +12  +5   +5  +22 
    Ref     +12  +7   +5  +24 
    Will     +6  +6   +5  +17 
    
    Combat:
    wpn    attack        damage      crit  range  type notes
    Bow, long comp,mighty +4, +5 enc, distance, flaming burst, bane: human(giant)*
       +32/+27/+22/+17  1d8+9     19-20/X3 220 ft P   -1/220ft bynd 1st 220
        +32              4d8+9     19-20/X3 220 ft P (Gtr vital strike)
    *  +34/+29/+24/+19  1d8+9+2d6 19-20/X3 220 ft P (with giant bane)
    *  +34              4d8+9+2d6 19-20/X3 220 ft P (w/ giant bane/Gtr vital strike)
                               +1d6 flaming (from flaming burst)
                              +2d10 dam on crit   (flaming burst)   
       +1 att           +1 dam    (Feat point blank shot)
    longsword, +3 encht
       +27/+22/+17/+12  1d8+7     19-20/x2 --- S
       +27              4d8+7     19-20/x2 --- S (gtr vital strike)
    dagger,adamentine +1 (see also Feats: point blank shot and far shot)
       +25/+20/+15/+10  1d4+5     19-20/x2 10 ft P/S
       +25              4d4+5    19-20/x2 10 ft P/S (gtr vital strike)
    mace, hvy +2, disrup     1d8+6  x 2  b
       +26/+21/+16/+11  
       Undead: dc 14 fort save or destroyed
       +26            4d8+6(gtr vital strike)
    arrow- adamentine X 20              
         00000 00000 00000 (00000)
    Arrow- Bane: undead, +1 ench X 50   (vs undead: +2 att, +2d6 dam)     
         00000 000000 00000 00000 00000 00000 00000 00000 (00000 00000)
    Arrow-cold iron X 20                    
         00000 00000 00000 (00000)
    Arrows, norm X 40
         (00000 00000 00000 00000 00000 00000 00000 00000)
    Ammo: (# is in efficient quiver) otherwise in haversack
    
                             max           spell
    Armr              bonus  dex/dex  ACP  fail  magic wt move type
    mith. breastplate  +6    +5/+5     -2  15%    +4   15  20  lite
    
    A/C/TOUCH/FF
    30 / 24/  25  **temp: 26  /  20  /  21
    
    Favored Enemy:
    :1: humanoid: goblinoid
    :2: undead
    :3: humanoid: giant
    :4: outsider: evil
    :5: Monstrous humanoid
    
    Favored Terrain:
    :1: forest
    :2: cold
    :3: mountains
    :4: planes-lower
    
    Class Features:
    Tracking
    Wild Empathy
    Combat Style: Archery-Far shot
    Endurance
    Hunter's Bond: Bound to allies
    Archery style feat: Rapid shot
    Woodland stride
    Swift Tracker
    Evasion
    Archery style Feat: improved precise shot
    Quarry
    Camouflage
    Archery style Feat: pinpoint tarting
    Improved Evasion
    Hide in plain sight
    Archery style Feat: Shot on the run
    Improved Quarry
    Master Hunter
    
    Feats:
    Race: point blank shot (+1 att, +1 dam within 30 fft rabge)
    lev 1  precise shot (shoot into melee with no penaty)
    lev 3  deadly aim (-5 att gives +10 damage)
    lev 5  Master craftsman
    lev 7  Craft Magic arms/armor
    lev 9  Improved critical (X 2 crit threat range)
    lev 11 Critical focus (+4 bonus on attack rolls made to confirm 
              critical hits)
    lev 13 vital strike 
    lev 15 improved vital strike
    lev 17  Self-Sufficient +4 to heal and survival
    lev 19 Greater vital strike
    
    
    feat description
    Vital Strike (Combat) Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).
    feat description
    improved vital strike Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
    Skills: 6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280 skill ranks c/s abil misc total notes Acrobatics (dex) + 1 -- +6 +7 +14 (boots) Climb (Str) +20 +3 +3 +6 +32 (gloves) Craft (Bowyer/fletcher) (Int) +20 +3 +5 +2 +30 (FEAT, CSTR LVL = 20) Handle Animal (Cha) +10 +3 +4 --- +17 Heal (Wis) +20 +3 +6 +4 +33 (FEAT) Knowledge (dungeoneering) (Int) +20 +3 +5 --- +28 (geography) (Int) +20 +3 +5 --- +28 (nature) (Int) +20 +3 +5 --- +28 (arcane) (int) --- -- +5 +20 +25 (headband) (Planes) (int) --- -- +5 +20 +25 (headband) Perception (Wis) +20 +3 +6 --- +29 Profession (hunter) (Wis) +15 +3 +6 --- +24 Ride (Dex) +14 +3 +5 --- +22 Spellcraft (Int) +15 +3 +5 --- +23 Stealth (Dex) +20 +3 +7 --- +30 (ring +10**) Survival (Wis) +20 +3 +6 +4 +33 (FEAT) (+10 for tracking) Swim (Str) +15 +3 +4 +5 +27 (gloves) **:not wearing this ring at this time Items: cost weight Mithral breastplate, glamored +4 ench, ghost touch, 55 900.0 gp Bow, long comp,mighty +4 bane: human.: giant, +5 enc distance, flaming, burst 162 800.0 gp arrow- adamentine X 20 1 200.0 gp Arrow- Bane: undead, +1 ench X 50 8 000.0 gp Arrow-cold iron X 20 1.5 gp 100 +1 arrows 8 605.0 gp long sword, +3 18 000.0 gp dagger,adamentine +1 5 002.0 gp mace, hvy +2, disrup 32 312.0 gp Non magic adamentine daggers X5 15 005.0 gp efficient quiver 1 800.0 gp bag of holding, type 4 cost: 10 000.0 gp 60 lbs. 1,500 lbs. 250 cubic ft. Boat, Folding 7 200.0 gp Bandages of rapid recovery x 100 10 000.0 gp decanter of endless water 4 500.0 gp Sustaining Spoon 5 400.0 gp Handy haversack 2 000.0 gp Slot: back belt of physical perfection: +6 144 000.0 gp Slot: Waist boots stride/spring 500.0 gp Slot: feet Cloak of Resistance +5 25 000.0 gp Slot: shoulders gloves of swimming and climbing 6 250.0 gp Slot: hands goggles of night 12 000.0 gp Slot: eyes headband of Mental +6 144 000.0 gp Slot: headband Superiority-skills: know planes & arcane necklace adaptation 9 000.0 gp Slot: neck ** helm of underwater action 24 000.0 gp Slot: Head Amulet of natural armor +5 50 000.0 gp Slot: neck Ring of freedom of movement 40 000.0 gp Slot: hand 1 Ring of Chameleon Power 12 700.0 gp ** ring of spell storing: greater 100 000.0 gp ** w/ 2x breath of life spell 5d8 +9 healing Ring of force shield Cost 4 250.0 gp Slot: hand 2 Ring of regeneration Cost 90 000.0 gp ** **= not wearing potion haste 00000 00000 7 500.0 gp potion cure serious 00000 00 5 250.0 gp 3d8+5 potion rem disease 000 2 250.0 gp cure serious: 15 000.0 gp 00000 00000 00000 00000 speed 15 000.0 gp 00000 00000 00000 00000 bulls strength 3 000.0 gp 00000 00000 00000 00000 cats grace 3 000.0 gp 00000 00000 00000 00000 bear's endurance 3 000.0 gp 00000 00000 00000 00000 owl's wisdom 3 000.0 gp 00000 00000 00000 00000 eagle's splendor 3 000.0 gp 00000 00000 00000 00000 fox's cunning 3 000.0 gp 00000 00000 00000 00000 Wand: 5 x wand cure critical wounds 50 charges cl 10 = 150,000 gp 2 x wand of protection from energy 50 charges cl 10= 15,000 gp ============================================= 709 863.5 gp Spells/day: :1: :2: :3: :4: Base 4 4 3 3 Bonus 2 1 1 1 total 6 5 4 4 spell preped: level 1 --Hunter's Howl; Gravity Bow; Ant Haul; Resist Energy; --Resist Energy; Glide level 2 --Stone Call; Chameleon Stride; wind wall; Protective Spirit; --prot fm energy level 3 --Darkvision; water walk; cure mod.; Neutralize Poison level 4 --Commune with Nature; Blessing of the Salamander; Bow Spirit; --Cure Serious
    ranger spells



    1st-Level Ranger Spells

    Alarm: Wards an area for 2 hours/level.
    Animal Messenger: Sends a Tiny animal to a specific place.
    Ant Haul: Triples carrying capacity of a creature.
    Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
    Call Animal: Makes an animal come to you.
    Calm Animals: Calms 2d4 + level HD of animals.
    Charm Animal: Makes one animal your friend.
    Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
    Dancing Lantern: Animates a lantern that follows you.
    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Detect Aberration: Detect presence of aberrations.
    Detect Animals or Plants: Detects kinds of animals or plants.
    Detect Poison: Detects poison in one creature or object.
    Detect Snares and Pits: Reveals natural or primitive traps.
    Endure Elements: Exist comfortably in hot or cold regions.
    Entangle: Plants entangle everyone in 40-ft. radius.
    Feather Step: Subject ignores adverse movement effects in difficult terrain.
    Glide: No fall damage, move 60 ft./round while falling.
    Gravity Bow: Arrows do damage as though one size category bigger.
    Hide from Animals: Animals can't perceive one subject/level.
    Hunter's Howl: Treat enemies as favored for 1 round/level.
    Jump: Subject gets bonus on Acrobatics checks.
    Keen Senses: Subject gains +2 Perception, low-light vision.
    Lead Blades: Melee weapons damage as if one size bigger.
    Longstrider: Your base speed increases by 10 ft.
    Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    Negate Aroma: Subject cannot be tracked by scent.
    Pass without Trace: One subject/level leaves no tracks.
    Read Magic: Read scrolls and spellbooks.
    Residual Tracking: Tell creature's appearance by footprint.
    Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    Speak with Animals: You can communicate with animals.
    Summon Nature's Ally I: Summons creature to fight for you.
    Tireless Pursuit: Ignore fatigue while hustling.

    2nd-Level Ranger Spells

    Accelerate Poison: Hastens targeted poison's onset.
    Allfood: Turns item up to 5 lbs./level into food.
    Arrow Eruption: Creates duplicates of an arrow used to kill a creature in the previous round.
    Aspect of the Bear: +2 AC and combat maneuver rolls.
    Barkskin: Grants +2 (or higher) enhancement to natural armor.
    Bear's Endurance: Subject gains +4 to Con for 1 min./level.
    Bloodhound: Gives caster the scent special ability.
    Campfire Wall: Creates a shelter around a campfire.
    Cat's Grace: Subject gains +4 to Dex for 1 min./level.
    Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
    Create Treasure MapM: Creates treasure map out of a creature’s corpse.
    Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
    Eagle Eye: Creates a magical sensor high above you.
    Guiding Star: Know approximate distance from where you cast this spell.
    Hide Campsite: Hides all traces of your campsite.
    Hold Animal: Paralyzes one animal for 1 round/level.
    Hunter’s Eye: +20 on Perception checks to locate a target.
    Lockjaw: Gives creature grab ability with a natural attack.
    Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
    Perceive Cues: +5 Perception and Sense Motive 10 min./level.
    Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
    Protective Spirit: Protects from attacks of opportunity.
    Slipstream: Wave boosts creature’s speed.
    Snare: Creates a magic booby trap.
    Speak with Plants: You can talk to plants and plant creatures.
    Spike Growth: Creatures in area take 1d4 damage, may be slowed.
    Stone Call: 2d6 damage to all creatures in area.
    Summon Nature's Ally II: Summons creature to fight for you.
    Versatile Weapon: Weapon bypasses some DR.
    Wind Wall: Deflects arrows, smaller creatures, and gases.

    3rd-Level Ranger Spells

    Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
    Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
    Cloak of Winds: Creates a whirling screen of strong wind around you.
    Command Plants: Sway the actions of plant creatures.
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
    Darkvision: See 60 ft. in total darkness.
    Diminish Plants: Reduces size or blights growth of normal plants.
    Feather Step, Mass: As feather step, but affects many targets rather than one.
    Instant Enemy: Target is treated as a favored enemy type of your choice.
    Life Bubble: Protects creatures from sustained environmental effects.
    Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5).
    Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    Plant Growth: Grows vegetation, improves crops.
    Strong Jaw: Natural attacks damage as two sizes bigger.
    Reduce Animal: Shrinks one willing animal.
    Remove Disease: Cures all diseases affecting subject.
    Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    Summon Nature's Ally III: Summons creature to fight for you.
    Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
    Tree Shape: You look exactly like a tree for 1 hour/level.
    Venomous Bolt: Arrow or bolt poisons target.
    Water Walk: Subject treads on water as if solid.

    4th-Level Ranger Spells

    Animal Growth: One animal doubles in size.
    Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
    Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
    Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
    Commune with Nature: Learn about terrain for 1 mile/level.
    Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
    Freedom of Movement: Subject moves normally despite impediments to movement.
    Grove of Respite: Creates trees and a small spring.
    Non-detection M: Hides subject from divination, scrying.
    Summon Nature's Ally IV: Summons creature to fight for you.
    Tree Stride: Step from one tree to another far away.



    special info:
    favored enemy
    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 check

    favored terrain
    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).


    stat block


    Hedron Treefriend NG Human Ranger 20 hp: 280 / 280

    Senses:
    60 ft dark vision; perception + 29; stealth +40; survival +33; tracking +43
    Code:
    Saves:
    Fort    +22
    Ref     +24
    Will     +17
    
    A/C/TOUCH/FF
    30 / 24/  25
    
    Combat: primary weapon
    weapon  attack        damage      crit  range  type notes
    Bow, long comp,mighty +4, +5 enc, distance, flaming burst, bane: human(giant)*
         +32/+27/+22/+17  1d8+9     19-20/X3 220 ft P   -1/220ft bynd 1st 220
         +32              4d8+9     19-20/X3 220 ft P (Gtr vital strike)
    *    +34/+29/+24/+19  1d8+9+2d6 19-20/X3 220 ft P (with giant bane)
    *    +34              4d8+9+2d6 19-20/X3 220 ft P (w/ giant bane/Gtr vital strike)
                              +2d10 dam on crit   (flaming burst)   
         +1 att           +1 dam    (Feat point blank shot)
    Favored Enemy:
    humanoid: goblinoid +10
    undead +8
    humanoid: giant +6
    outsider: evil +4
    Monstrous humanoid +2

    Favored Terrain:
    forest +8
    cold +6
    mountains +4
    planes-lower +2



    spells prepared

    spell preped:

    level 1
    Hunter's Howl; Gravity Bow; Ant Haul; Resist Energy; Resist Energy; Glide

    level 2
    Stone Call; Chameleon Stride; wind wall; Protective Spirit; prot fm energy

    level 3
    Darkvision; water walk; cure mod.; Neutralize Poison

    level 4
    Commune with Nature; Blessing of the Salamander; Bow Spirit; Cure Serious



    shopping list

    all included*******
    100 +1 arrows = 8,005 gp
    bag of holding, type 4 cost: 10,000gp 60 lbs. 1,500 lbs. 250 cubic ft.
    Rope of climbing cost: 3000 gp
    Ring of force shield Cost 4250 gp
    regeneration Cost 90,000 gp
    Bandages of rapid recovery x 100 = 10000
    helm of underwater action 24,000 gp
    ring of spell storing: greater with 2 x breath of life spell 5d8 +9 healing = 100 k

    potion:
    cure serious: 20 = 15000 gp
    speed 20= 15000 gp
    bulls strength x 20 = 3000
    cats grace x 20 = 3000
    bear's endurance x 20 = 3000
    owl's wisdom x 20 = 3000
    eagle's splendor x 20 = 3000
    fox's cunning x 20 = 3000

    5 x wand cure critical wounds 50 charges cl 10 = 150,000 gp
    2 x wand of protection from energy 50 charges cl 10= 15,000 gp

    Lord's banner share: 12,500 gp

    5 x non magic adamentine daggers = 15,005 gp

    total spent: 479,760 gp

    leaves a 'cash on hand' total of 200,000 gp



    thought expirament:
    full days: I
    1/4 days: I1
    total accomplished: 32+131+32=195 (11.7%)
    Bow, composite long +4 mighty-500 gp (5000sp)
    Base cost/3= raw materials: 166 gp or 1666 sp
    dc 23 to craft
    - craft skill +30
    take 10: 40
    40 * 23 = 920 sp/week of construction
    131 sp construction/ day
    32 sp construction/ 2 hours
    apx 13 full days or 53 partial days or any combination between.
    Last edited by Scott DeWar; Thursday, 20th October, 2011 at 03:00 AM.
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  • #9
    Thadeius Varrarann



    Prepared Spells:

    Cantrips: Detect Magic, Mage Hand, Read Magic, Prestidigitation

    1st: Shield x 2, Grease x 3, True Strike, Ant Haul,, Ray of Enfeeblement x 2

    2nd: Resist Energy, Blindness/Deafness, Darkvision, Glitterdust x 2, Mirror Image, False Life, Alter Self

    3rd: Dispel Magic, Magic Circle vs. Evil, Haste x 2, Magic Weapon Greater x 2, Displacement, Ray of Exhaustion

    4th: Dimensional Anchor x 2, Solid Fog, Dimension Door, Invisibility Greater x 3, Enervation

    5th: Break Enchantment, Teleport x 2, Overland Flight, Feeblemind, Mind Fog,, Seeming, Wall of Stone

    6th: Dispel Magic Greater x 2, Suggestion Mass, Disintegrate x 4

    7th: Banishment, Planeshift, Power Word Blind, Finger of Death, Waves of Exhaustion, Ethereal Jaunt, Insanity, Teleport Greater

    8th: Mind Blank, Maze, Irresistable Dance, Power Word Stun, Horrid Wilting, Polymorph Any Object, Moment of Prescience

    9th: Mages Disjunction, Timestop , Energy Drain, Prismatic Sphere, Shapechange, Summon Monster IX, Wail of the Banshee

    * = Already cast



    Last edited by Aldern Foxglove; Tuesday, 1st March, 2011 at 01:15 AM.

  • #10
    Rook

    Character Sheet


    Rook 20
    Male Human Fighter 20
    LN M Humanoid

    Init +7; Senses ; Perception +2

    Defense

    AC 21; Touch 16; Flat-Footed 16; +1 mithral chain shirt of heavy fortification
    HP 340
    Fort +25; Ref +21; Will +16 (+5 vs. fear)
    Defensive Abilities ; DR 5/-; Immune ; Resist ; SR

    Offense

    Speed 30 feet (60 feet fly, average)
    Space 5; Reach 5

    Melee +36/+36/+31/+31/+26/+26/+21 (1d8+21+2d6 holy+1d6 shock+2d6 vicious, 17-20x4 and 1d8+21+2d6 holy+1d6 acid, 17-20x4+3d10 acid)

    Ranged +27/+22/+17/+12 (1d8+15/x3)

    Special Attacks power attack

    Statistics

    Str 34 (+12), Dex 23 (+6), Con 22 (+6), Int 7 (-2), Wis 14 (+2), Cha 7 (-2)

    Base Atk +20; CMB 32; CMD 48;


    Feats Power attack, two weapon fighting, improved two weapon fighting, greater two weapon fighting, oversized two weapon fighting, two weapon rend, exotic weapon proficiency (falcata), weapon focus (falcata), greater weapon focus (falcata), weapon specialization (falcata), greater weapon specialization (falcata), double slice, critical focus, staggering critical, stunning critical, penetrating strike, greater penetrating strike, improved critical (falcata), lightning reflexes, greater lightning reflexes, iron will, greater iron will

    Skills Fly +21, Knowledge (History) +8

    Languages common

    SQ evasion, freedom of movement, immune to rust, weapon mastery (ex) falcata, armor mastery (ex), weapon training +4 heavy blades, +3 bows, +2 flails, +1 light blades, bravery +5, armor training

    Combat Gear +1 holy adamantine falcata of corrosive burst, +1 holy shocking cold iron falcata of viciousness, +1 mithral chain of heavy fortification

    Other Gear vest of resistance +5, belt of physical perfection +6, luck blade (o wishes), orange ioun stone, +4 strength tome, +2 dexterity tome, +1 wisdom tome, wings of flying, Endoril ring of freedom of movement, Cartaras ring of evasion, gauntlet of rust, masterwork composite longbow +14 strength, masterwork falcata, 5 potions of enlarge person (CL1), 1 potion of enlarge person (CL3), 2 potions of lesser restoration, 262 gp



    Knowledge Arcana DC 30
    Endoril LN Ego 14 ring of freedom of movement 11/10/13 telepathy, cast rage (CL 7) 3/day, cast displacement (CL 7) 3/day, cast greater heroism (CL7) at will

    Cartaras LN Ego 10 ring of evasion 10/13/10 telepathy and read languages, cast mirror image (CL7) 3/day, cast weapon of awe(CL 7) 3/day, cast dimension door (CL 7) at will


    Shopping List
    Boots of Speed, +1 Intelligence Tome, +6 Headband of Wisdom, Goggles of Night, Gloves of Dueling
    Last edited by Thaven; Monday, 16th May, 2011 at 05:22 PM.

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