Fëanáro Amandil
Basic Information
Race: Elf
Class: Ranger
Level: 5
Experience: 15,001
Alignment: CG
Languages: Common, Elven, Orc
Deity:
Abilities
STR: 14+2
DEX: 18 +4 (15+2 Racial+1 level)
CON: 12 +1 (14-2 Racial)
INT: 12 +2 (10+2 Racial)
WIS: 13 +1
CHA: 10 +0
Combat Statistics
(Max 1st level then Max-2) HP: 47
AC: 20 = [10 + DEX (04) + Armor (06) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
AC Touch: 14 = [10 + DEX (04) + Size (00) + Misc (00)]
AC Flatfooted: 16 = [10 + Armor (04) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
INIT: +06 = [DEX (04)+2 trait]
BAB: +05 = [Ranger (05)]
CMB: +07 = [BAB (05) + STR (+2) + Misc (00)]
CMD: 21 = [10 + BAB (05) + STR (+2) + DEX (+04) + Misc (00)]
Fortitude: +05 = [Ranger (04) + CON (01) + Misc (00)]
Reflex: +08= [Ranger (04) + DEX (04) + Misc (00)]
Will: +02 = [Ranger (01) + WIS (01) + Misc (00)]
Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
Weapon Statistics
MW Trident: Attack: +08 = [BAB (05) + Ability (02) + MW (01)]
Damage: 1d8+2, Crit: 18+/x2
Dagger: Attack: +07(+09 thrown) = [BAB (05) + Ability (02[04thrown]) + Misc (00) + Magic (00)]
Damage: 1d4+1, Crit: 19/x2, Special: Range 10ft, +1d6+1 when Flanking
+1 Mighty Composite Longbow: Attack: +10 {or +8/+8 rapid shot}= [BAB (05) + Ability (04) + Misc (00) + Magic (01)] Damage: 1d8+3, Crit: 20/x3, Special: Range 110ft
Racial Features Elf
• +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
• Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Elves have a base speed of 30 feet.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class Features
Ranger
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains 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 checks untrained when attempting to identify these creatures. +4 Humanoid, Aquatic (1st) +2 Outsider, Evil (2nd)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
A ranger gains Endurance as a bonus feat at 3rd level.
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). Water Above and Below the surface.
The Hunter’s Bond: Form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. (See Animal Choices)
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3. Wolf
Spells (caster level 2)
1st Level
[sblock=Aspect of the Falcon]
School transmutation (polymorph); Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Targets you
Duration 1 minute/level
DESCRIPTION
You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.
This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
[/sblock]
[sblock=Gravity Bow]
School transmutation; Level ranger 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Targets you
Duration 1 minute/level (D)
DESCRIPTION
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. [/sblock]
Feats (1st, 2nd Combat Style, 3rd and Ranger bonus, 5th, 6th Combat Style[pending] )
Point-Blank Shot (Combat) (1st)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Combat) (Combat Style)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot (Combat) (3rd)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Endurance (ranger bonus)
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Deadly Aim (Combat) (5th)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Pending: Far Shot (Combat) (6th Combat Style)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.
Pending: Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Traits
Warrior of Old (Race): As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.
Log Roller (forest)
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
Skills
Skill Points: 35 = [Base (6) + INT (01)(Level)] (Ranger) x5
Code:
Skills Total Rank CS Ability ACP Misc
Acrobatics 10 5 0 4 -0 +1 (Trait)
Climb 06 1 3 2 -0 +0
Craft (bowyer) 05 1 3 1 +0
Handle Animal 04 1 3 0 0
Heal 05 1 3 1 +0
Intimidate 00 0 0 0 +0 0
Know(Dungeon) 05 1 3 1 +0
Know(Geography) 05 1 3 1 +0
Know(Nature) 05 1 3 1 +0
Perception 11 5 3 1 +2(Racial)
Perform 00 0 0 0 -0 +0
Prof.(sailor) 05 1 3 1 -0 +0
Ride 04 0 0 4 -0 +0
Sense Motive 03 2 0 1 +0
Spellcraft 05 1 3 1 +0
Stealth 12 5 3 4 -0 +0
Survival 09 5 3 1 +2(Follow Tracks)
Swim 13 4 3 2 -0 +4(Racial)
Equipment Cost Weight
Explorer's Outfit 00 lb
+2 Mithral Chainshirt 5010 gp 12 lb
Backpack, MW 05 gp 02 lb
Bedroll 01 sp 05 lb
Blanket, winter 02 sp 03 lb
Waterskin 01 sp 04 lb
Rationx2 01 1p 02 lb
Kit Climbers 8 gp 05 lb
Kit Mapmakers 1 gp 02 lb
Whetstone 1 sp
Sunrod 3 gp 01 lb x4
Belt Pouch
+1 Mighty (14 str) Composite Longbow 2600 gp 04 lb
Dagger 02 gp 01 lb x3
Total Weight:
[sblock=Animal Companion]
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural {feat})
hp 19 (3d8+6)
Fort +5, Ref +5, Will +2
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception), Improved Natural Armor
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking), Swim +2; Racial Modifiers +4 Survival when tracking by scent
Tricks: attack, come, defend, down, fetch, heel, seek, and track
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
ECOLOGY
Environment cold or temperate forests
Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.
[/sblock]