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<blockquote data-quote="Endur" data-source="post: 2032624" data-attributes="member: 3346"><p><strong>Elmo, Captain of the Hommlet Militia (on patrol out of town)</strong></p><p></p><p>Elmo: Male human Rgr6; CR 6; Medium-sized humanoid (human); HD 6d8+24; hp 52; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +6; Grp +10; Atk +11 melee (1d8+7/x3, +1 battleaxe ) or +10 ranged (1d8+5/x3, +1 mighty composite longbow [+4 Str bonus]); Full Atk +11/+6 melee (1d8+7/x3, +1 battleaxe ) or +8/+8/+3 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); SA Favored enemy (goblinoids +4, undead +2); </p><p>AL NG; </p><p>SV Fort +8, Ref +8, Will +5; </p><p>Str 18, Dex 16, Con 18, Int 15, Wis 16, Cha 11. </p><p>Skills and Feats: Climb +11, Concentration +6, Handle Animal +6, Hide +7, Knowledge (nature) +13, Listen +12, Move Silently +7, Ride +12, Search +5, Survival +12, Swim +9, Use Rope +8; Cleave, Endurance, Great Cleave, Improved Unarmed Strike, Power Attack, Track. </p><p>Wild Empathy (Ex): Elmo can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being He rolls 1d20+8, or 1d20+4 if attempting to influence a magical beast with an Intelligence score of 1 or 2. </p><p>Combat Style (Ex): Elmo has chosen the archery combat style, which grants him the Rapid Shot and Manyshot feats when he wears light or no armor. </p><p>Spells Prepared: (2; base DC 13 + spell level): 1st- delay poison, speak with animals.</p><p>Possessions: +1 chain shirt, +1 battleaxe, +1 mighty composite longbow (+4 Str bonus), 40 arrows, 31 gp.</p><p>Gwella: Mount/Animal Companion, Heavy Warhorse, Hit Dice: 6d8+18, HP: 45, AC: 21 (chain shirt barding, +2 dex, +6 natural ac, -1 size), Str 19, Dex 14, Full attack: 2 hooves +7 melee (1d6+4), bite +2 melee (1d4 +2), Fort: +10, Will: +3, Reflex: +7, feats: endurance, run, Great Fortitude, link, evasion, 2 extra tricks, extra skill points</p></blockquote><p></p>
[QUOTE="Endur, post: 2032624, member: 3346"] [b]Elmo, Captain of the Hommlet Militia (on patrol out of town)[/b] Elmo: Male human Rgr6; CR 6; Medium-sized humanoid (human); HD 6d8+24; hp 52; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +6; Grp +10; Atk +11 melee (1d8+7/x3, +1 battleaxe ) or +10 ranged (1d8+5/x3, +1 mighty composite longbow [+4 Str bonus]); Full Atk +11/+6 melee (1d8+7/x3, +1 battleaxe ) or +8/+8/+3 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); SA Favored enemy (goblinoids +4, undead +2); AL NG; SV Fort +8, Ref +8, Will +5; Str 18, Dex 16, Con 18, Int 15, Wis 16, Cha 11. Skills and Feats: Climb +11, Concentration +6, Handle Animal +6, Hide +7, Knowledge (nature) +13, Listen +12, Move Silently +7, Ride +12, Search +5, Survival +12, Swim +9, Use Rope +8; Cleave, Endurance, Great Cleave, Improved Unarmed Strike, Power Attack, Track. Wild Empathy (Ex): Elmo can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being He rolls 1d20+8, or 1d20+4 if attempting to influence a magical beast with an Intelligence score of 1 or 2. Combat Style (Ex): Elmo has chosen the archery combat style, which grants him the Rapid Shot and Manyshot feats when he wears light or no armor. Spells Prepared: (2; base DC 13 + spell level): 1st- delay poison, speak with animals. Possessions: +1 chain shirt, +1 battleaxe, +1 mighty composite longbow (+4 Str bonus), 40 arrows, 31 gp. Gwella: Mount/Animal Companion, Heavy Warhorse, Hit Dice: 6d8+18, HP: 45, AC: 21 (chain shirt barding, +2 dex, +6 natural ac, -1 size), Str 19, Dex 14, Full attack: 2 hooves +7 melee (1d6+4), bite +2 melee (1d4 +2), Fort: +10, Will: +3, Reflex: +7, feats: endurance, run, Great Fortitude, link, evasion, 2 extra tricks, extra skill points [/QUOTE]
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