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Shayuri

First Post
[sblock=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

[/sblock]

[sblock=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[/sblock]
 

Lughart

First Post
[sblock=Gerhard]
lughart-albums-portraits-picture1219-fighter.jpeg


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[/sblock]
 

WarlockLord

First Post
[sblock=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
[/sblock]

[sblock=languages]
Elven and Undercommon, and drow sign language, draconic, common, and goblin as bonuses
[/sblock]
.
 
Last edited:

jackslate45

First Post
[sblock=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)
[sblock=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.
[/sblock]


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
[/sblock]

[sblock=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
[/sblock]


[sblock=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
[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Hedron longarrow NG Human Ranger 20

Code:
[b]STR[/B] 19 +4   [B]class:[/B] Ranger   [B]Level:[/B] 20   [B]EXP:[/B]
[B]DEX[/B] 25 +7   [B]HD:[/B] 20 d 10 + 80   [B]HP:[/B] 280/280
[B]CON[/B] 20 +5   [B]DR:[/B]
[B]INT[/B] 20 +5   BAB: +20/+15/+10/+5   CMB:+24/+19/+14/+9   CMD 31
[B]WIS[/B] 22 +6   initiative: +7
[B]CHA[/B] 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

[B][U]Saves: base abil misc total[/U][/B]
[B]Fort[/B]    +12  +5   +5  +22
[B]Ref[/B]     +12  +7   +5  +24
[B]Will[/B]     +6  +6   +5  +17

Combat:
weapon    attack        damage      crit  range  type notes
Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*
       +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 [size=1](w/ giant bane/Gtr vital strike)[/size]
                           +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 
[sblock=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).[/sblock]
lev 15 improved vital strike
lev 17  Self-Sufficient +4 to heal and survival
[sblock=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.[/sblock]
lev 19 Greater vital strike

Skills: 6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280

[B]skill                     ranks  c/s  abil  misc  total  notes[/B]
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
[u]Bonus       2   1   1   1  [/u]
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

[sblock=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.

[/sblock]

special info:
[sblock=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[/sblock]
[sblock=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).[/sblock]

[sblock=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,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*
     +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 [size=1](w/ giant bane/Gtr vital strike)[/size]
                          +2d10 dam on crit   (flaming burst)   
     +1 att           +1 dam    (Feat point blank shot)
Favored Enemy:
:1: humanoid: goblinoid +10
:2: undead +8
:3: humanoid: giant +6
:4: outsider: evil +4
:5: Monstrous humanoid +2

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

[/sblock]

[sblock=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

[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Hedron longarrow NG Human Ranger 20

Code:
[b]STR[/B] 19 +4   [B]class:[/B] Ranger   [B]Level:[/B] 20   [B]EXP:[/B]
[B]DEX[/B] 25 +7   [B]HD:[/B] 20 d 10 + 80   [B]HP:[/B] 280/280
[B]CON[/B] 20 +5   [B]DR:[/B]
[B]INT[/B] 20 +5   BAB: +20/+15/+10/+5   CMB:+24/+19/+14/+9   CMD 31
[B]WIS[/B] 22 +6   initiative: +7
[B]CHA[/B] 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  

[B][U]Saves: base abil misc total[/U][/B]
[B]Fort[/B]    +12  +5   +5  +22 
[B]Ref[/B]     +12  +7   +5  +24 
[B]Will[/B]     +6  +6   +5  +17 

Combat:
wpn    attack        damage      crit  range  type notes
Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*
   +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 [size=1](w/ giant bane/Gtr vital strike)[/size]
                           +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 (0000[s]0[/s])
Arrow- Bane: undead, +1 ench X 50   (vs undead: +2 att, +2d6 dam)     
     00000 000000 00000 00000 00000 00000 00000 00000 ([s]0[/s]0000 00000)
Arrow-cold iron X 20                    
     00000 00000 00000 (00000)
Arrows, norm X 40
     (00000 00000 00000 00000 00000 00000 000[s]00 00000[/s])
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

[sblock=feat description]
Vital Strike (Combat)

[b]Benefit:[/b] 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).
[/sblock]
[sblock=feat description]
improved vital strike

[b]Benefit:[/b] 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.[/sblock]

Skills: 
6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280

[B]skill                     ranks  c/s  abil  misc  total  notes[/B]
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
[u]Bonus        2   1   1   1  [/u]
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

[sblock=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.

[/sblock]

special info:
[sblock=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[/sblock]
[sblock=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).[/sblock]

[sblock=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,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*
     +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 [size=1](w/ giant bane/Gtr vital strike)[/size]
                          +2d10 dam on crit   (flaming burst)   
     +1 att           +1 dam    (Feat point blank shot)
Favored Enemy:
:1: humanoid: goblinoid +10
:2: undead +8
:3: humanoid: giant +6
:4: outsider: evil +4
:5: Monstrous humanoid +2

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

[/sblock]

[sblock=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

[/sblock]

[sblock=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

[/sblock]

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.
 
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Aldern Foxglove

First Post
Thadeius Varrarann

ThadeiusVarrSnowskadi.jpg


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:

Thaven

First Post
Rook

[sblock=Character Sheet]
rook.jpg

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

[/sblock]

[sblock=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[/sblock]

[sblock=Shopping List]Boots of Speed, +1 Intelligence Tome, +6 Headband of Wisdom, Goggles of Night, Gloves of Dueling[/sblock]
 
Last edited:

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