Character Name: Metaxo
Race: Ophiduan , Alignment: Lawful Neutral , Patron Deity: Haliyane
Class Levels: Ranger 6 / Psion (Nomad) 5
Character Level: 11 , XP: 107,685, Next Level: 145,000 total
Age: 23 yrs., Height: 6 ft. 2 in., Weight: 126 lbs., Male/Female: M
Eyes: Yellow , Hair: None , Skin: Very Dark Green
Languages: Common; Ophiduan; Rhivian; Dejarim; Zanji; Draconic; Nakaali
Strength 14[16] (+2[+3]), Dexterity 15 (+2), Constitution 14 (+2)
Intelligence 15 (+2), Wisdom 17 (+3), Charisma 9 (-1)
HP / Maximum: 73 / 73 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 21{22}[23] (+2 Dex, +1 dodge, +0 size, +7 armor, {+1 shield}, +1 natural, [+1 Psionic Dodge while maintaining Psionic Focus])
Touch AC: 13[14 Psionic Dodge] , Flat-Footed AC: 18
Fortitude +8 (4+1 +1(Resilient) +2(Con) ) , Reflex +7 (4+1 +2(Dex) ) , Will 8 (1+4 +3(Wis) ) , Initiative +2, Hero Points: 1
Base Attack Bonus: 8/3 (6+2)
Melee: +10[+11]/+5[+6] (+8/+3 BAB, +2[+3] Str, +0 size)
Ranged: +10/+5 (+8/+3 BAB, +2 Dex, +0 size)
Combat Maneuver Bonus: +10[11] (+8 BAB, +2[+3] Str, +0 size)
Combat Maneuver Defense: 22[23] (+8 BAB, +2[+3] Str, +2 Dex, +0 size)
Favored Class: Ranger (+2 HP, +3 skill ranks, +1 power points)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (Reptilian)
Racial Ability Score Adjustments: +2 Dexterity , +2 Wisdom , -2 Charisma
Other Racial Qualities: Humanoid (Reptilian)
Other Racial Qualities:
# Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.
# Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
# Serpent’s Bite (Ps)(3d8): Once per day, an ophiduan can alter his jaws, gaining a bite attack that deals 1d8 points of damage, plus an extra 1d8 points of damage per five character levels beyond 1st. This effect lasts for 1 minute. The manifester level is equal to the ophiduan’s level.
# Darkvision: Ophiduans can see in the dark up to 60 feet. See Vision and Light.
# Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.
# Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
# Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.
# Languages: Ophiduans begin play speaking Common and Ophiduan. Ophiduans with high Intelligence scores can choose can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.
Advanced Traits: Desert Child (+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects); Resilient (+1 trait bonus on Fortitude saves)
Feats: Wild Talent
+2 Psionic power points at 1st level.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Metabolism
You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Endurance
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.
Psionic Shot
While you maintain psionic focus, your attacks with a ranged weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an attack with a ranged weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Psionic Dodge
You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat. You may expend your psionic focus as an immediate action to increase this bonus to a +4 dodge bonus to your Armor Class for a single attack made against you.
Quick Draw
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
Psionic Meditation
You can take a move action to become psionically focused.
Fell Shot
To use this feat, you must expend your psionic focus as part of a ranged attack. You can resolve that ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Deadly Aim (-3 to attack, +6 to damage)
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.
Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Skills71 points)
Acrobatics: +4 (2 rank, +2 Dex)
Autohypnosis: +10 (4 ranks, +3 Wis, +3 class)
Climb: +8 (2 ranks, +2[+3] STR, +3 class)
Craft(Weaponsmithing): +6 (1 ranks, +2 Int, +3 class)
Craft(Armorsmithing): +6 (1 ranks, +2 Int, +3 class)
Craft(Bowmaking): +6 (1 ranks, +2 Int, +3 class)
Fly: +6 (1 ranks, +2 Dex, +3 class)
Handle Animal*: +3 (1 ranks, -1 Cha, +3 class)
Heal: +8 (2 ranks, +3 Wis, +3 class)
Intimidate: +3 (1 ranks, -1 Cha, +3 class)
Know(Arcana): +8 (3 ranks, +2 Int, +3 class)
Know(Dungeoneering): +6 (1 ranks, +2 Int, +3 class)
Know(Engineering)*: +0 (0 ranks, +2 Int)
Know(Geography): +8 (3 ranks, +2 Int, +3 class)
Know(History)*: +0 (0 ranks, +2 Int)
Know(Local)*: +8 (3 ranks, +2 Int, +3 class)
Know(Nature): +8 (3 ranks, +2 Int, +3 class)
Know(Nobility)*: +0 (0 ranks, +2 Int)
Know(Planes): +8 (2 ranks, +2 Int, +3 class)
Know(Psionics): +8 (3 ranks, +2 Int, +3 class)
Know(Religion): +6 (1 ranks, +2 Int, +3 class)
Linguistics: +5 (3 ranks, +2 Int)
Perception: +14 (8 ranks, +3 Wis, +3 class)
Profession(Merchant)*: +7 (1 ranks, +3 Wis, +3 class)
Psicraft: +11 (6 ranks, +2 Int, +3 class)
Ride*: +6 (1 ranks, +2 Dex, +3 class)
Spellcraft: +9 (4 ranks, +2 Int, +3 class)
Stealth: +17 (7 ranks, +2 Dex, +3 class, +5 Cloak of Elvenkind)
Survival: +10 (5 ranks, +3 Wis, +3 class)
Swim: +7 (1 ranks, +2[+3] STR, +3 class)
Platinum Pieces: 8, Gold Pieces: 1230, Silver Pieces: 707 Hezak: 1, Copper Pieces: 1353, Red Garnets: 3,
Load: 55 lbs., Light: 58[76] lbs., Medium: 116[153] lbs., Heavy: 175[230] lbs.
Maximum Load: 175[230] lbs., Push/Pull: 875[1150] lbs.
Armor:
Mithril Agile Breastplate +1 (4,400 GP, 12.5 lbs., AC +7, Max. Dex. Bonus: 5, AC Check Penalty: 1)
Mithril Light Steel Quickdraw Shield ( 59 GP, 3.5 lbs., AC +1 )
Weapons:
Longsword +1 ( 315 GP, 4 lbs., Dmg: 1d8, Crit: 19-20/x2)
Scabbard of Vigor
Cold Iron Morningstar +1 ( 612 GP, 8 lbs, Dmg: 1d8, Crit: x2)
Masterwork Composite Longbow (Rating 3)( 700 GP, 3 lbs, Dmg: 1d8, Crit: x3)
Greataxe +1 (magic)(2,320 GP, 12lbs., Dmg: 1d12, Crit: x3)
Ammo:
50 Arrows ( 2 GP 5 SP, 9 lbs, stored in Efficient Quiver )
10 Cold Iron Arrows ( 50 CP, 9 lbs, stored in Efficient Quiver )
Gear:
Ring of Sustenance
Cloak of Elvenkind (+5 to Stealth)
Psionic Tattoo of Natural Healing (healing 15 HP when 'tapped' as a standard action provokes aoo)
Oil of Magic Weapon x2
Potion of water breathing (750 GP, 0 lbs.)
Belt of Giant Strength [+2] ( 4,000 GP, 1 lbs.)
Efficient Quiver (1,800 GP, 2 lbs., Can hold 60 Arrows and Bow(s). Weight stays at 2 lbs. )
Handy Haversack ( 2,000 GP, 5 lbs. )
Mstrwrk Artisan's Tools Weaponsmithing (55 GP, 5 lbs., stored in Haversack)
Mstrwrk Artisan's Tools Armorsmithing (55 GP, 5 lbs., stored in Haversack)
Mstrwrk Artisan's Tools Bowmaking (55 GP, 5 lbs., stored in Haversack)
Bedroll (1 SP, 5 lbs., stored in Haversack)
Blanket (2 SP, 1 lbs., stored in Haversack)
Winter Blanket (5 SP, 3 lbs., stored in Haversack)
Caltrops x3 (3 GP, 6 lbs., stored in Haversack side compartment 1)
Candle x5 (5 CP, 0 lbs., stored in Haversack side compartment 2)
Clothing: Explorer's Outfit (0 GP, 8 lbs., stored in Haversack)
Clothing: Cold Weather Outfit (8 GP, 7 lbs., stored in Haversack)
Clothing: Furs (12 GP, 5 lbs., stored in Haversack)
Clothing: Hot Weather Outift: (8 GP, 4 lbs., Worn)
Clothing: Footwear- Cleats (5 GP, 2 lbs., stored in Haversack)
Clothing: Footwear- Snowshoes (5 GP, 4 lbs., stored in Haversack)
Flint and Steel (1 GP, 0 lbs., stored in Haversack side compartment 1)
Fishing net (4 GP, 5 lbs., stored in Haversack)
Food: Rations x20 (10 GP, 20 lbs., stored in Haversack)
Grappling Hook (1 GP, 4 lbs., stored in Haversack)
Hammock (1 SP, 3 lbs.., stored in Haversack compartment 2)
Kit: Climber's (80 GP, 5 lbs., stored in Haversack)
Kit: Cooking (1 GP, 2 lbs., stored in Haversack side compartment 2)
Kit: Map Making (10 GP, 2 lbs., stored in Haversack side compartment 2)
Lamp Oil 1-pint flask x2 (2 SP, 2 lbs. )
Map Case x2 (2 GP, 1 lbs., stored in Haversack side compartment 2)
Parchment x30 (6 GP, 0 lbs., stored in Haversack side compartment 2)
Rope[silk] 50 ft. x2 (20 GP, 10 lbs., stored in Haversack side compartment 1)
Tent[medium] ( , 30lbs., horse)
Waterskin [full] x2 (2 GP, 4 lbs., stored in Haversack side compartment 1)
Wine (Bottle) x2 (Haversack compartment 2)
Game dice x3 (5 GP, in belt pouch)
Deck of Cards (1 GP, ½ lbs., stored in Haversack side compartment 2)
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Other Class Features: Favored Enemy [Animal] (+2)
+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.
Favored Enemy [Magical Beast] (+4)
+4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (+2)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (+4)
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.
Favored Terrain: Forest (+2)
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
Hunter's Bond
This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (3). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Detect Psionics
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Burst (Discipline Talent)
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.
Detect Teleportation (Discipline Talent)
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect.
Nomad's Step (Discipline Ability) [30 ft.]
At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
Spellcasting Class: Ranger , Caster Level: 3 , Concentration: +6 (+3 Caster Level, +3 Wis)
Spell Save DC: 10 + 3 + spell level (list ability here)
Spell Slots: 0 0-level, 2 1st-level, 0 2nd-level, 0 3rd-level, 0 4th-level,
0 5th-level, 0 6th-level, 0 7th-level, 0 8th-level, 0 9th-level
Prepared Spells: Defoliate, Entangle
Spells Known: All Ranger Level 1
Manifesting Class: Psion(Nomad) , Manifester Level: 5 , Concentration: +7 (+5 Manifester Level, +2 Int)
Power Points / Maximum: 33 / 33 [+ Int bonus x psion level * .5 + 2 (wild talent) +1 Favored Class], Power Save DC: 10 + 2 + level (list ability here)
Powers Known:
Catfall
Defy Gravity
Force Screen
Inertial Armor
Mind Thrust
Bolt
Sustenance
Know Direction & Location
Cloud Mind
Energy Stun
Cleanse Body
Appearance:
Metaxo is an Ophiduan, muscular and lean. Tall by human standards but average for Ophiduans. His scaly skin is a very dark shade of green and his slitted eyes are a vibrant yellow as typical for his race.
Background/Personality:
Metaxo grew up on the south side of the Rhivian continent. Driven by the Ophiduan need to constantly better himself and prove his worth, Metaxo looked to the wide world around him for the endless challenges it contains. He's crossed the continent from Zanjinhon to Vanderheim, from the frozen north lands to the torrid south. He hones his skills in the wilderness and learns from the different civilizations of Rhivia, all in the pursuit of personal excellence. The only place he's avoided is Rhivalius, but he has plans to delve into the haunted ruins when he has the skills and weapons necessary to battle the specters and spirits that call that cursed place their home. To earn some extra income, he dabbles in cartography and carrying trade goods. He has mapped out much of Rhivia and has gained some acclaim as a wilderness guide for travelers or merchants which has lead to his being sought out for the expedition into Azagan. Metaxo's motivation is personal excellence. He is not trying to save the world per se, so much as he wants to overcome the challenge that the otherworldly scourge represents.
Notes:
Attacks:
Longsword(+1) +12[13] melee for 1d8+3[4] damage (19-20/x2 critical, reach 0 ft.)
Cold Iron Morningstar(+1) +12[13] melee for 1d8+3[4] damage (20/x2 critical, reach 0 ft.)
Greataxe(+1) +12[13] melee for 1d12+3[4] damage (20/x3 critical, reach 0 ft.)
Masterwork Composite Longbow +11[12 Point Blank] ranged for 1d8+[3]{+1 Point Blank}{+1 Psionic Shot} damage (20/x3 critical, increment 110 ft.)
Unarmed strike +2[3] melee for 1d3+2[3] damage (20/x2 critical, reach 0 ft.)
Race: Ophiduan , Alignment: Lawful Neutral , Patron Deity: Haliyane
Class Levels: Ranger 6 / Psion (Nomad) 5
Character Level: 11 , XP: 107,685, Next Level: 145,000 total
Age: 23 yrs., Height: 6 ft. 2 in., Weight: 126 lbs., Male/Female: M
Eyes: Yellow , Hair: None , Skin: Very Dark Green
Languages: Common; Ophiduan; Rhivian; Dejarim; Zanji; Draconic; Nakaali
Strength 14[16] (+2[+3]), Dexterity 15 (+2), Constitution 14 (+2)
Intelligence 15 (+2), Wisdom 17 (+3), Charisma 9 (-1)
HP / Maximum: 73 / 73 , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 21{22}[23] (+2 Dex, +1 dodge, +0 size, +7 armor, {+1 shield}, +1 natural, [+1 Psionic Dodge while maintaining Psionic Focus])
Touch AC: 13[14 Psionic Dodge] , Flat-Footed AC: 18
Fortitude +8 (4+1 +1(Resilient) +2(Con) ) , Reflex +7 (4+1 +2(Dex) ) , Will 8 (1+4 +3(Wis) ) , Initiative +2, Hero Points: 1
Base Attack Bonus: 8/3 (6+2)
Melee: +10[+11]/+5[+6] (+8/+3 BAB, +2[+3] Str, +0 size)
Ranged: +10/+5 (+8/+3 BAB, +2 Dex, +0 size)
Combat Maneuver Bonus: +10[11] (+8 BAB, +2[+3] Str, +0 size)
Combat Maneuver Defense: 22[23] (+8 BAB, +2[+3] Str, +2 Dex, +0 size)
Favored Class: Ranger (+2 HP, +3 skill ranks, +1 power points)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (Reptilian)
Racial Ability Score Adjustments: +2 Dexterity , +2 Wisdom , -2 Charisma
Other Racial Qualities: Humanoid (Reptilian)
Other Racial Qualities:
# Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.
# Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
# Serpent’s Bite (Ps)(3d8): Once per day, an ophiduan can alter his jaws, gaining a bite attack that deals 1d8 points of damage, plus an extra 1d8 points of damage per five character levels beyond 1st. This effect lasts for 1 minute. The manifester level is equal to the ophiduan’s level.
# Darkvision: Ophiduans can see in the dark up to 60 feet. See Vision and Light.
# Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.
# Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
# Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.
# Languages: Ophiduans begin play speaking Common and Ophiduan. Ophiduans with high Intelligence scores can choose can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.
Advanced Traits: Desert Child (+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects); Resilient (+1 trait bonus on Fortitude saves)
Feats: Wild Talent
+2 Psionic power points at 1st level.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Metabolism
You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Endurance
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.
Psionic Shot
While you maintain psionic focus, your attacks with a ranged weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an attack with a ranged weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Psionic Dodge
You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat. You may expend your psionic focus as an immediate action to increase this bonus to a +4 dodge bonus to your Armor Class for a single attack made against you.
Quick Draw
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
Psionic Meditation
You can take a move action to become psionically focused.
Fell Shot
To use this feat, you must expend your psionic focus as part of a ranged attack. You can resolve that ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Deadly Aim (-3 to attack, +6 to damage)
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.
Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Skills71 points)
Acrobatics: +4 (2 rank, +2 Dex)
Autohypnosis: +10 (4 ranks, +3 Wis, +3 class)
Climb: +8 (2 ranks, +2[+3] STR, +3 class)
Craft(Weaponsmithing): +6 (1 ranks, +2 Int, +3 class)
Craft(Armorsmithing): +6 (1 ranks, +2 Int, +3 class)
Craft(Bowmaking): +6 (1 ranks, +2 Int, +3 class)
Fly: +6 (1 ranks, +2 Dex, +3 class)
Handle Animal*: +3 (1 ranks, -1 Cha, +3 class)
Heal: +8 (2 ranks, +3 Wis, +3 class)
Intimidate: +3 (1 ranks, -1 Cha, +3 class)
Know(Arcana): +8 (3 ranks, +2 Int, +3 class)
Know(Dungeoneering): +6 (1 ranks, +2 Int, +3 class)
Know(Engineering)*: +0 (0 ranks, +2 Int)
Know(Geography): +8 (3 ranks, +2 Int, +3 class)
Know(History)*: +0 (0 ranks, +2 Int)
Know(Local)*: +8 (3 ranks, +2 Int, +3 class)
Know(Nature): +8 (3 ranks, +2 Int, +3 class)
Know(Nobility)*: +0 (0 ranks, +2 Int)
Know(Planes): +8 (2 ranks, +2 Int, +3 class)
Know(Psionics): +8 (3 ranks, +2 Int, +3 class)
Know(Religion): +6 (1 ranks, +2 Int, +3 class)
Linguistics: +5 (3 ranks, +2 Int)
Perception: +14 (8 ranks, +3 Wis, +3 class)
Profession(Merchant)*: +7 (1 ranks, +3 Wis, +3 class)
Psicraft: +11 (6 ranks, +2 Int, +3 class)
Ride*: +6 (1 ranks, +2 Dex, +3 class)
Spellcraft: +9 (4 ranks, +2 Int, +3 class)
Stealth: +17 (7 ranks, +2 Dex, +3 class, +5 Cloak of Elvenkind)
Survival: +10 (5 ranks, +3 Wis, +3 class)
Swim: +7 (1 ranks, +2[+3] STR, +3 class)
Platinum Pieces: 8, Gold Pieces: 1230, Silver Pieces: 707 Hezak: 1, Copper Pieces: 1353, Red Garnets: 3,
Load: 55 lbs., Light: 58[76] lbs., Medium: 116[153] lbs., Heavy: 175[230] lbs.
Maximum Load: 175[230] lbs., Push/Pull: 875[1150] lbs.
Armor:
Mithril Agile Breastplate +1 (4,400 GP, 12.5 lbs., AC +7, Max. Dex. Bonus: 5, AC Check Penalty: 1)
Mithril Light Steel Quickdraw Shield ( 59 GP, 3.5 lbs., AC +1 )
Weapons:
Longsword +1 ( 315 GP, 4 lbs., Dmg: 1d8, Crit: 19-20/x2)
Scabbard of Vigor
Cold Iron Morningstar +1 ( 612 GP, 8 lbs, Dmg: 1d8, Crit: x2)
Masterwork Composite Longbow (Rating 3)( 700 GP, 3 lbs, Dmg: 1d8, Crit: x3)
Greataxe +1 (magic)(2,320 GP, 12lbs., Dmg: 1d12, Crit: x3)
Ammo:
50 Arrows ( 2 GP 5 SP, 9 lbs, stored in Efficient Quiver )
10 Cold Iron Arrows ( 50 CP, 9 lbs, stored in Efficient Quiver )
Gear:
Ring of Sustenance
Cloak of Elvenkind (+5 to Stealth)
Psionic Tattoo of Natural Healing (healing 15 HP when 'tapped' as a standard action provokes aoo)
Oil of Magic Weapon x2
Potion of water breathing (750 GP, 0 lbs.)
Belt of Giant Strength [+2] ( 4,000 GP, 1 lbs.)
Efficient Quiver (1,800 GP, 2 lbs., Can hold 60 Arrows and Bow(s). Weight stays at 2 lbs. )
Handy Haversack ( 2,000 GP, 5 lbs. )
Mstrwrk Artisan's Tools Weaponsmithing (55 GP, 5 lbs., stored in Haversack)
Mstrwrk Artisan's Tools Armorsmithing (55 GP, 5 lbs., stored in Haversack)
Mstrwrk Artisan's Tools Bowmaking (55 GP, 5 lbs., stored in Haversack)
Bedroll (1 SP, 5 lbs., stored in Haversack)
Blanket (2 SP, 1 lbs., stored in Haversack)
Winter Blanket (5 SP, 3 lbs., stored in Haversack)
Caltrops x3 (3 GP, 6 lbs., stored in Haversack side compartment 1)
Candle x5 (5 CP, 0 lbs., stored in Haversack side compartment 2)
Clothing: Explorer's Outfit (0 GP, 8 lbs., stored in Haversack)
Clothing: Cold Weather Outfit (8 GP, 7 lbs., stored in Haversack)
Clothing: Furs (12 GP, 5 lbs., stored in Haversack)
Clothing: Hot Weather Outift: (8 GP, 4 lbs., Worn)
Clothing: Footwear- Cleats (5 GP, 2 lbs., stored in Haversack)
Clothing: Footwear- Snowshoes (5 GP, 4 lbs., stored in Haversack)
Flint and Steel (1 GP, 0 lbs., stored in Haversack side compartment 1)
Fishing net (4 GP, 5 lbs., stored in Haversack)
Food: Rations x20 (10 GP, 20 lbs., stored in Haversack)
Grappling Hook (1 GP, 4 lbs., stored in Haversack)
Hammock (1 SP, 3 lbs.., stored in Haversack compartment 2)
Kit: Climber's (80 GP, 5 lbs., stored in Haversack)
Kit: Cooking (1 GP, 2 lbs., stored in Haversack side compartment 2)
Kit: Map Making (10 GP, 2 lbs., stored in Haversack side compartment 2)
Lamp Oil 1-pint flask x2 (2 SP, 2 lbs. )
Map Case x2 (2 GP, 1 lbs., stored in Haversack side compartment 2)
Parchment x30 (6 GP, 0 lbs., stored in Haversack side compartment 2)
Rope[silk] 50 ft. x2 (20 GP, 10 lbs., stored in Haversack side compartment 1)
Tent[medium] ( , 30lbs., horse)
Waterskin [full] x2 (2 GP, 4 lbs., stored in Haversack side compartment 1)
Wine (Bottle) x2 (Haversack compartment 2)
Game dice x3 (5 GP, in belt pouch)
Deck of Cards (1 GP, ½ lbs., stored in Haversack side compartment 2)
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Other Class Features: Favored Enemy [Animal] (+2)
+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.
Favored Enemy [Magical Beast] (+4)
+4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (+2)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (+4)
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.
Favored Terrain: Forest (+2)
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
Hunter's Bond
This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (3). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Detect Psionics
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Burst (Discipline Talent)
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.
Detect Teleportation (Discipline Talent)
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect.
Nomad's Step (Discipline Ability) [30 ft.]
At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
Spellcasting Class: Ranger , Caster Level: 3 , Concentration: +6 (+3 Caster Level, +3 Wis)
Spell Save DC: 10 + 3 + spell level (list ability here)
Spell Slots: 0 0-level, 2 1st-level, 0 2nd-level, 0 3rd-level, 0 4th-level,
0 5th-level, 0 6th-level, 0 7th-level, 0 8th-level, 0 9th-level
Prepared Spells: Defoliate, Entangle
Spells Known: All Ranger Level 1
Manifesting Class: Psion(Nomad) , Manifester Level: 5 , Concentration: +7 (+5 Manifester Level, +2 Int)
Power Points / Maximum: 33 / 33 [+ Int bonus x psion level * .5 + 2 (wild talent) +1 Favored Class], Power Save DC: 10 + 2 + level (list ability here)
Powers Known:
Catfall
Defy Gravity
Force Screen
Inertial Armor
Mind Thrust
Bolt
Sustenance
Know Direction & Location
Cloud Mind
Energy Stun
Cleanse Body
Appearance:
Metaxo is an Ophiduan, muscular and lean. Tall by human standards but average for Ophiduans. His scaly skin is a very dark shade of green and his slitted eyes are a vibrant yellow as typical for his race.
Background/Personality:
Metaxo grew up on the south side of the Rhivian continent. Driven by the Ophiduan need to constantly better himself and prove his worth, Metaxo looked to the wide world around him for the endless challenges it contains. He's crossed the continent from Zanjinhon to Vanderheim, from the frozen north lands to the torrid south. He hones his skills in the wilderness and learns from the different civilizations of Rhivia, all in the pursuit of personal excellence. The only place he's avoided is Rhivalius, but he has plans to delve into the haunted ruins when he has the skills and weapons necessary to battle the specters and spirits that call that cursed place their home. To earn some extra income, he dabbles in cartography and carrying trade goods. He has mapped out much of Rhivia and has gained some acclaim as a wilderness guide for travelers or merchants which has lead to his being sought out for the expedition into Azagan. Metaxo's motivation is personal excellence. He is not trying to save the world per se, so much as he wants to overcome the challenge that the otherworldly scourge represents.
Notes:
Attacks:
Longsword(+1) +12[13] melee for 1d8+3[4] damage (19-20/x2 critical, reach 0 ft.)
Cold Iron Morningstar(+1) +12[13] melee for 1d8+3[4] damage (20/x2 critical, reach 0 ft.)
Greataxe(+1) +12[13] melee for 1d12+3[4] damage (20/x3 critical, reach 0 ft.)
Masterwork Composite Longbow +11[12 Point Blank] ranged for 1d8+[3]{+1 Point Blank}{+1 Psionic Shot} damage (20/x3 critical, increment 110 ft.)
Unarmed strike +2[3] melee for 1d3+2[3] damage (20/x2 critical, reach 0 ft.)