Something sort of like this... guess I ended up not needing any non-normal feats.
Also, what would be a good second favored enemy? Specific lackeys of dragons?
Funny how no one is going to play a straight-up spellcaster, guess the prospect of trying to hurt a dragon with magic is a bit of a headache. Although if no one takes up that call, I'll drop my ranger to fill that role if EviLHalfling really wants an arcane caster type.
[sblock]Aphram
Neutral Human Ranger 5/Dragonstalker 1
Age: 27
Gender: Male
Height: 6’2”
Weight: 165lb.
Eyes: Brown
Hair: Brown
Skin: Tanned
STR: 14 [+2] (6 points)
DEX: 16 [+3] (8 points, +1 lvl)
CON: 12 [+1] (4 points)
INT: 14 [+2] (6 points)
WIS: 12 [+1] (4 points)
CHA: 8 [-1] (0 points)
Hit Dice: 6d8 + 6
HP: 44
Armor Class: 19 (10 base + 3 Dex + 5 Armor + 1 Shield)
Initiative: +3
BAB: +6
- Melee: +8
- Ranged: +9
Speed: 30’
FORT: +5 (4 Base + 1 Con)
REFL: +9 (6 Base + 3 Dex)
WILL: +4 (3 Base + 1 Wis)
Abilities:
- Bonus Feat
- Bonus Skill Points
- Wild Empathy
- Track
- Favored Enemy: Dragons (+4)
- Favored Enemy: Humans (+2)
- Endurance
- Combat Style: Ranged
- Animal Companion: Eagle
- Hunting Bonus
Feats:
1st Level
- Track
- Blind-fight
- Point Blank Shot
2nd Level
- Rapid Shot
3rd Level
- Dragonfoe
6th Level
- Dragonbane
Skills: 72+7 skill points
Hide +12 (9 ranks, +3 Dex)
Move Silently +12 (9 ranks, +3 Dex)
Spot +10 (9 ranks, +1 Wis)
Listen +10 (9 ranks, +1 Wis)
Survival +10 (9 ranks, +1 Wis)
Search +8 (6 ranks, +2 Int)
Gather Information +3 (4cc ranks, -1 Cha)
Knowledge (arcana) +6 (4cc ranks, +2 Int)
Knowledge (dungeoneering) +4 (2 ranks, +2 Int)
Knowledge (nature) +4 (2 ranks, +2 Int)
Knowledge (geography) +4 (2 ranks, +2 Int)
Climb +4 (2 ranks, +2 Str)
Jump +4 (2 ranks, +2 Str)
Swim +4 (2 ranks, +2 Str)
Languages:
- Common, Draconic, Sylvan
Spells:
1st level – (1/day) Resist Energy
Equipment:
Melee weapons
-Slightrazor +1 Falchion +9 (2d4+4, 18-20/x2) Of elven design, this falchion’s hilt curves in the opposite direction of the blade, and it’s wide blade is whisper thin. (2375gp, 8lb)
-Cold Iron Light Mace +8 (1d6+2, 20/x3) (25gp, 4lb)
-Silvered Dagger +8 (1d4+1, 19-20/x2) (22gp, 1lb)
Ranged weapons
-Dragon’s Wing +1 Dragonbone Composite (+2) Longbow +10 (1d8+3, 20/x3, 130 ft.) This composite longbow is crafted from the bones of a dragon’s wing granting it exceptional tensile strength. (2500gp, 3lb)
Armor
-Burnt Scales +1 Mithril Chain Shirt This fine mithril shirt has been blackened by an intense fire. (2100gp, lb)
-Darkwood Buckler (205gp, 2.5lb)
Miscellaneous Magic Items
-Quiver of Ehlonna (1800gp)
Mundane equipment
-Adventurer’s Outfit (0gp, -lb)
-Arrows (400) (20gp)
-Backpack (2gp, 2lb)
-Silk Rope (10gp, 5lb)
-Grappling Hook (1gp, 4lb)
-Everburning Hooded Lantern (117gp, 2lb)
-Waterskin (1gp, 4lb)
-Flint and Steel (1gp, -lb)
-Bedroll (1sp, 5lb)
-Whetstone (2cp, 1lb)
-Trail Rations, 2 days (2gp, 2lb)
Weight Carried: 53.5lb
Remain money: 118gp 8sp 8cp
Description
Aphram is possessed of a lean and hungry look. The way he walks, each foot carefully placed heel-toe, to his slightly crouched stance, legs bent and ready to spring into action. His hair is shaved except for a single braid which runs nearly half of his height, capped with a carved dragon’s tooth. His skin is marred by hundreds of scars, small and large. He wears a mithril shirt, blackened permanently by some sort of intense fire. Strapped to his left arm is a darkwood buckler. Across his back is sheathed an interestingly designed falchion, alongside a longbow crafted from the bones of a dragon’s wing.
Personality
Aphram has taken the adage “the only good dragon is one that doesn’t want anything you have,” a step further, “the only good dragon is a dead dragon.” And he takes every chance he can to put his actions to his words. He is viciously pragmatic, and is willing to sacrifice so-called innocents for the greater good, which he affirms as the purging of the dragons. ‘Happy’ to work with others if they think along his lines, and by think he means act. The only happiness which he finds is in sinking blade or arrow in the finishing blow upon a dragon or one of their lackeys.
Background
Growing up in the Green Isles during the systematic extermination and subjugation of his people most assuredly left its mark on the young Aphram. Any chance of pleasant memories were destroyed when his family voiced dissent and was silenced. Those around him who he had considered friends of his and his family merely shut their mouths and forgot.
Being forgotten however has its advantages, and soon there were really none who remembered his family or him. This has in a sense let him walk with a freedom that others could not afford in their own private struggles. He has traveled in this way, his raven hunt driving him onward, for a number of years.
[/sblock]