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RG: Forge of Fury - Pathfinder System
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<blockquote data-quote="JDragon" data-source="post: 5200820" data-attributes="member: 780"><p>[sblock=Lusk Blackhammer]</p><p>[sblock=Game Info]</p><p>Race: Dwarf</p><p>Class: Ranger</p><p>Level: 4th</p><p>Experience: 6000</p><p>Alignment: NG</p><p>Languages: Common, Dwarven</p><p>Deity:Gorum</p><p>[/sblock]</p><p>[sblock=Abilities]STR: 18 +4 (13pts) (+ 1 4th lvl)</p><p>DEX: 12 +1 (2pts)</p><p>CON: 18 +4 (10pts) (+2 Racial)</p><p>INT: 10 +0 (0pts)</p><p>WIS: 12 +1 (0pts) (+2 Racial)</p><p>CHA: 8 -1 (0pts) (-2 Racial)</p><p>[/sblock]</p><p>[sblock=Combat]HP: 60 = [4d10 + 16] + 4 [favored class]</p><p>AC: 21 = 10 + 6 (Breastplate) + 1 (magic) + 2 (Heavy Steel Shield) + 1 (magic) + 1 (Dex)</p><p>AC Touch: 11 = 10 + 1 (Dex)</p><p>AC Flatfooted: 20 = 10 + 6 (Breastplate) + 1 (magic) + 2 (Heavy Steel Shield) + 1 (magic)</p><p>INIT: +1 / +5* = +1 (DEX) + 2* (underground - Trait) + 2* (Favored Terrain)</p><p>BAB: +4 = + 4 (Ranger)</p><p>CMB: +8 = + 4 (BaB) + 4 (STR)</p><p>CMD: 19 / 23* = 10 + 4 (BaB) + 4 (STR) + 1 (DEX) + 4* (Vs Bull Rush & Trip only)</p><p>Fort: 8 / 10* = +4 (base) + 4 (Con) + 2* (Poison)</p><p>Reflex: 5 = +4 (base) + 1 (Dex)</p><p>Will: 2 / 4* = +1 (base) + 1 (Wis) + 2* (Spells & Spell like abilities)</p><p>Speed: 20'</p><p>Damage Reduction: 00/None</p><p>Spell Resistance: 00</p><p>[/sblock]</p><p>[sblock=Weapon Stats]Normal</p><p>+1 Dwarven Waraxe (melee): +10 = + 4 (BAB) + 4 (Stat) + 1 (feat) + 1 (magic) / 1d10+5 / Crit x3</p><p></p><p>2 Weapon Attack</p><p>+1 Dwarven Waraxe (melee): +8 = + 4 (BAB) + 4 (Stat) + 1 (feat) + 1 (magic) - 2 (two-weapon) / 1d10+5 / Crit x3</p><p>Masterwork Armor Spikes(melee): +7 = + 4 (BAB) + 4 (Stat) + 1 (masterwork) - 2 (two-weapon) / 1d6+2 / Crit x2</p><p></p><p>Dagger(melee): +8 = + 4 (BAB) + 4 (Str) / 1d4+4 / Crit 19-20/x2</p><p>Dagger (ranged) +5 = + 4 (BAB) + 1 (Dex) / 1d4+4 / Crit 19-20/x2 / Range 10'</p><p></p><p>Longbow (ranged) +5 = + 4 (BAB) + 1 (Dex) / 1d8 / Crit x3 / Range 100'</p><p></p><p>Notes:</p><p>Hatred: +1 bonus on attack rolls against orc's and goblinoid's.</p><p>Favored Enemy (Ex) Orc's: +2 bonus on weapon attack and damage rolls orc's.</p><p>Blooded: +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.</p><p>Tunnel Fighter: +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).</p><p></p><p>[/sblock]</p><p>[sblock=Racial Traits]+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.</p><p>Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.</p><p>Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p>Darkvision: Dwarves can see in the dark up to 60 feet.</p><p>Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p>Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p>Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p>Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p>Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.</p><p>Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p>Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock]</p><p>[sblock=Class Features]</p><p>Favored Enemy (Ex): <em>Humanoid (orc)</em>: 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.</p><p></p><p>Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.</p><p></p><p>Wild Empathy (Ex): 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.</p><p></p><p>Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: two-weapon combat. (Two-Weapon Fighting)</p><p></p><p>Favored Terrain (Ex): <em>Underground (caves and dungeons)</em>: 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).</p><p></p><p>Hunter's Bond (Ex): <em>Badger</em> At 4th level, a ranger forms 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. 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.</p><p></p><p>Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.</p><p>[/sblock]</p><p>[sblock=Feats & Traits]Feats</p><p>Simple Weapon Proficiency</p><p>Martial Weapon Proficiency</p><p>Light Armor Proficiency</p><p>Medium Armor Proficiency</p><p>Shield Proficiency (not Tower Shields)</p><p>Weapon Focus - Dwarven Waraxe (Level 1)</p><p>Track (bonus Ranger 1st)</p><p>Two-Weapon Fighting (bonus Ranger Combat Style 2nd)</p><p>Power Attack (Level 3)</p><p>Endurance (bonus Ranger 3rd)</p><p></p><p>Traits</p><p>Blooded (Dwarf Regional Trait)</p><p>Desperate battles have honed your fighting skills against the ancient enemies of the dwarves.</p><p>Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.</p><p></p><p>Tunnel Fighter (Dwarven Racial Trait)</p><p>Caves and tunnels are a second home to you.</p><p>Benefit: While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).</p><p>[/sblock]</p><p>[sblock=Skills]Skill Points: 24 = [6 + 0] x 4</p><p>Max Ranks: 4 ACP: -4</p><p>Skill List:</p><p>Appraise: +0/2* = +0 (Int) + 2* (Racial - Metals)</p><p>Climb: +7 = +4 (ranks) + 4 (Str) + 3 (class skill) - 4 (ACP)</p><p>Handle Animal: +6 = +4 (ranks) - 1 (Cha) + 3 (class skill)</p><p>Knowledge (Dungeoneering): +7 = +4 (ranks) + 0 (Int) + 3 (class skill)</p><p>Knowledge (Geography): +5 = +2 (ranks) + 0 (Int) + 3 (class skill)</p><p>Knowledge (Nature): +5 = +2 (ranks) + 0 (Int) + 3 (class skill)</p><p>Perception: +8/10* = +4 (ranks) + 1 (Wis) + 3 (class skill) + 2* (unusual stonework)</p><p>Survival: +8/10* = +4 (ranks) + 1 (Wis) + 3 (class skill) +2* (Tracking only)</p><p></p><p>Notes:</p><p>Favored Enemy (Ex) Orc's:gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Orc's.</p><p>Favored Terrain (Ex) Underground (caves and dungeons): gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival.</p><p>[/sblock]</p><p>[sblock=Equipment]Item / Weight / Cost</p><p>+1 Dwarven Waraxe / 8 / 2330gp</p><p>+1 Breastplate (spiked) / 40 / 1700gp</p><p>+1 Heavy Steel Shield / 15 / 1170gp</p><p>Dagger / 1 / 2gp</p><p>Longbow / 3 / found</p><p>Quiver & Arrows (14) / 4 / found</p><p></p><p>Backpack / 2 / 2gp</p><p>Bedroll / 5 / 1sp</p><p>Winter Blanket / 3 / 5sp</p><p>Chalk x 3 / * / 3cp</p><p>Flint & Steel / * / 1gp</p><p>Grappling Hook / 4 / 1gp</p><p>Hammer / 2 / 5sp</p><p>Hooded Lantern / 2 / 7gp</p><p>Piton x 5 / 2.5 / 5sp</p><p>Belt Pouch x 2 / 1 / 2gp</p><p>Rations x 6 / 6 / 3gp</p><p>Silk Rope 100' / 10 / 20gp</p><p>Sack x 2 / 1 / 2sp</p><p>Sealing wax / 1 / 1gp</p><p>Shovel / 8 / 2gp</p><p>Sledge / 10 / 1gp</p><p>Torch x 3 / 3 / 3cp</p><p>Waterskin x 4 / 16 / 4gp</p><p>Whetstone / 1 / 2cp</p><p></p><p>Acid Flask x 2 / 2 / 20gp</p><p>Alchecmical Fire / 1 / 20gp</p><p>Sunrod x 2 / 2 / 4gp</p><p>Tindertwig x 4 / * / 4gp</p><p></p><p>Explorer's Outfit / * / 10gp</p><p></p><p>Silversheen / .5 / 250gp</p><p>Potion CLW +1 x 4 / .5 / 200gp</p><p>Potion Long Strider x 2 / 1 / 100gp</p><p>Potion Enlarge Person / .5 / 50gp</p><p>Potion Expeditious Retreat / .5 / 50gp</p><p></p><p>Treasure: 54gp, 1sp, 2cp Gems: none </p><p>Total weight carried: 151.5 (load: medium)</p><p>Maximum weight possible: 100 light, 200 medium, 300 heavy</p><p>[/sblock]</p><p>[sblock=Spells]</p><p>Spells / Day </p><p>1st: 1</p><p></p><p>Spell DC's</p><p>1st: 12</p><p></p><p>Spells Memorized</p><p>1st: Magic Fang</p><p>[/sblock]</p><p>[sblock=Animal Companion]Name: Rock</p><p>Creature: Badger</p><p>Type: Animal</p><p>Size: Small</p><p>Speed 30 ft., burrow 10 ft., climb 10 ft. </p><p>BAB: +1</p><p>Senses: low-light vision, scent; Perception +4</p><p>HP: 20 (2d8+4)</p><p>AC: 16 = 10 + 3 (Dex) + 2 (Natural) + 1 (Size)</p><p>Touch: 14; Flat-footed: 15</p><p>Attack: </p><p>claws x 2 (melee) +5 = + 1 (BAB) + 3 (Dex) + 1 (size) / 1d3 / Crit x2</p><p>Bite (melee) +5 = +1 (BAB) + 3 (Dex) + 1 (size) / 1d4 / Crit x2</p><p>Saves: Fort: +5 / Ref: +6 / Will: 0</p><p>Ability Scores: Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10</p><p>Special Attacks: Rage (as a barbarian for 6 rounds per day); </p><p>Special Qualities low-light vision, scent.</p><p>Feats: Weapon Finess</p><p>Tricks: Attack, Come, Defend, Down, Fetch, Guard & Heel</p><p># Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.</p><p># Come (DC 15): The animal comes to you, even if it normally would not do so.</p><p># Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.</p><p># Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.</p><p># Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.</p><p># Guard (DC 20): The animal stays in place and prevents others from approaching.</p><p># Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.</p><p>Skills: Perception +4</p><p>[/sblock]</p><p>[sblock=Details]Size: Medium</p><p>Gender: Male</p><p>Age: 64</p><p>Height: 3'7"</p><p>Weight: 171</p><p>Hair Color: Red</p><p>Eye Color: Grey</p><p>Skin Color: Earthen</p><p>Apperance: Lusk is a little shorter than most dwarves, requiring him to get closer to his opponents to hit them, which he seems to have adapted to very well. His beard is a dark red and normally braided in to two large braids. He does not appear friendly when not in armor and with his spiked armor doned he is a menacing figure.</p><p>Deamenaor: Quite, Gruff, Loner</p><p>Background: Having grownup in Rolgrimmdur Lusk started learnig to fight his races foes at a very early age. It was with the help of the war masters that he found away to offset and even take advanatage of his shorter stature. Between his classes and workout sessions he heard stories from his clan elders of their original home, refered to as the Forge. A small outpost at the edge of the mountians. As a young boy he dreamed of one day reclaming those tunnels for his clan and family, never really expecting to get the chance to one day be part of an expidition to the "Forge". When his training was complete he found work with a mercenary band known as Craig's Axes working in Highhelm. After 10 years of service he has eraned some free time and by random chance found out about an expidition to explore an old dwarven stronghold. Only time will tell if it is the "Forge" that he grew up hearing tales of.</p><p>[/sblock]</p><p>[sblock=Level Ups]</p><p>Character Level 2:</p><p>Class: Ranger (favored) 2nd level</p><p>BAB: +1 to +2</p><p>Fort: +1 to +3</p><p>Ref: +1 to +3</p><p>Bonus feat: Two-Weapon Fighting (Combat Style)</p><p>HP: 15 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 30</p><p>Skill Points: +6 (class) + 6 (old total) = 12 (new total)</p><p></p><p>Character Level 3:</p><p>Class: Ranger (favored) 3rd level</p><p>BAB: +1 to +3</p><p>Will: +1 to +1</p><p>Bonus feat: Endurance (Ranger Bonus)</p><p>Feat: Power Attack</p><p>Class Ability: Favored terrain: Undeground (Caves & dungeons)</p><p>HP: 30 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 45</p><p>Skill Points: +6 (class) + 12 (old total) = 18 (new total)</p><p></p><p>Character Level 4:</p><p>Class: Ranger (favored) 4th level</p><p>BAB: +1 to +4</p><p>Fort: +1 to +4</p><p>Ref: +1 to +4</p><p>Class Ability: Hunter's Bond</p><p>HP: 45 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 60</p><p>Skill Points: +6 (class) + 12 (old total) = 24 (new total)[/sblock] </p><p>[/sblock]</p><p></p><p>Complete, Ready for Review.</p></blockquote><p></p>
[QUOTE="JDragon, post: 5200820, member: 780"] [sblock=Lusk Blackhammer] [sblock=Game Info] Race: Dwarf Class: Ranger Level: 4th Experience: 6000 Alignment: NG Languages: Common, Dwarven Deity:Gorum [/sblock] [sblock=Abilities]STR: 18 +4 (13pts) (+ 1 4th lvl) DEX: 12 +1 (2pts) CON: 18 +4 (10pts) (+2 Racial) INT: 10 +0 (0pts) WIS: 12 +1 (0pts) (+2 Racial) CHA: 8 -1 (0pts) (-2 Racial) [/sblock] [sblock=Combat]HP: 60 = [4d10 + 16] + 4 [favored class] AC: 21 = 10 + 6 (Breastplate) + 1 (magic) + 2 (Heavy Steel Shield) + 1 (magic) + 1 (Dex) AC Touch: 11 = 10 + 1 (Dex) AC Flatfooted: 20 = 10 + 6 (Breastplate) + 1 (magic) + 2 (Heavy Steel Shield) + 1 (magic) INIT: +1 / +5* = +1 (DEX) + 2* (underground - Trait) + 2* (Favored Terrain) BAB: +4 = + 4 (Ranger) CMB: +8 = + 4 (BaB) + 4 (STR) CMD: 19 / 23* = 10 + 4 (BaB) + 4 (STR) + 1 (DEX) + 4* (Vs Bull Rush & Trip only) Fort: 8 / 10* = +4 (base) + 4 (Con) + 2* (Poison) Reflex: 5 = +4 (base) + 1 (Dex) Will: 2 / 4* = +1 (base) + 1 (Wis) + 2* (Spells & Spell like abilities) Speed: 20' Damage Reduction: 00/None Spell Resistance: 00 [/sblock] [sblock=Weapon Stats]Normal +1 Dwarven Waraxe (melee): +10 = + 4 (BAB) + 4 (Stat) + 1 (feat) + 1 (magic) / 1d10+5 / Crit x3 2 Weapon Attack +1 Dwarven Waraxe (melee): +8 = + 4 (BAB) + 4 (Stat) + 1 (feat) + 1 (magic) - 2 (two-weapon) / 1d10+5 / Crit x3 Masterwork Armor Spikes(melee): +7 = + 4 (BAB) + 4 (Stat) + 1 (masterwork) - 2 (two-weapon) / 1d6+2 / Crit x2 Dagger(melee): +8 = + 4 (BAB) + 4 (Str) / 1d4+4 / Crit 19-20/x2 Dagger (ranged) +5 = + 4 (BAB) + 1 (Dex) / 1d4+4 / Crit 19-20/x2 / Range 10' Longbow (ranged) +5 = + 4 (BAB) + 1 (Dex) / 1d8 / Crit x3 / Range 100' Notes: Hatred: +1 bonus on attack rolls against orc's and goblinoid's. Favored Enemy (Ex) Orc's: +2 bonus on weapon attack and damage rolls orc's. Blooded: +1 trait bonus on weapon damage rolls against giants, goblins, and orcs. Tunnel Fighter: +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). [/sblock] [sblock=Racial Traits]+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock] [sblock=Class Features] Favored Enemy (Ex): [i]Humanoid (orc)[/i]: 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. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): 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. Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: two-weapon combat. (Two-Weapon Fighting) Favored Terrain (Ex): [i]Underground (caves and dungeons)[/i]: 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). Hunter's Bond (Ex): [i]Badger[/i] At 4th level, a ranger forms 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. 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. Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance. [/sblock] [sblock=Feats & Traits]Feats Simple Weapon Proficiency Martial Weapon Proficiency Light Armor Proficiency Medium Armor Proficiency Shield Proficiency (not Tower Shields) Weapon Focus - Dwarven Waraxe (Level 1) Track (bonus Ranger 1st) Two-Weapon Fighting (bonus Ranger Combat Style 2nd) Power Attack (Level 3) Endurance (bonus Ranger 3rd) Traits Blooded (Dwarf Regional Trait) Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs. Tunnel Fighter (Dwarven Racial Trait) Caves and tunnels are a second home to you. Benefit: While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). [/sblock] [sblock=Skills]Skill Points: 24 = [6 + 0] x 4 Max Ranks: 4 ACP: -4 Skill List: Appraise: +0/2* = +0 (Int) + 2* (Racial - Metals) Climb: +7 = +4 (ranks) + 4 (Str) + 3 (class skill) - 4 (ACP) Handle Animal: +6 = +4 (ranks) - 1 (Cha) + 3 (class skill) Knowledge (Dungeoneering): +7 = +4 (ranks) + 0 (Int) + 3 (class skill) Knowledge (Geography): +5 = +2 (ranks) + 0 (Int) + 3 (class skill) Knowledge (Nature): +5 = +2 (ranks) + 0 (Int) + 3 (class skill) Perception: +8/10* = +4 (ranks) + 1 (Wis) + 3 (class skill) + 2* (unusual stonework) Survival: +8/10* = +4 (ranks) + 1 (Wis) + 3 (class skill) +2* (Tracking only) Notes: Favored Enemy (Ex) Orc's:gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Orc's. Favored Terrain (Ex) Underground (caves and dungeons): gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival. [/sblock] [sblock=Equipment]Item / Weight / Cost +1 Dwarven Waraxe / 8 / 2330gp +1 Breastplate (spiked) / 40 / 1700gp +1 Heavy Steel Shield / 15 / 1170gp Dagger / 1 / 2gp Longbow / 3 / found Quiver & Arrows (14) / 4 / found Backpack / 2 / 2gp Bedroll / 5 / 1sp Winter Blanket / 3 / 5sp Chalk x 3 / * / 3cp Flint & Steel / * / 1gp Grappling Hook / 4 / 1gp Hammer / 2 / 5sp Hooded Lantern / 2 / 7gp Piton x 5 / 2.5 / 5sp Belt Pouch x 2 / 1 / 2gp Rations x 6 / 6 / 3gp Silk Rope 100' / 10 / 20gp Sack x 2 / 1 / 2sp Sealing wax / 1 / 1gp Shovel / 8 / 2gp Sledge / 10 / 1gp Torch x 3 / 3 / 3cp Waterskin x 4 / 16 / 4gp Whetstone / 1 / 2cp Acid Flask x 2 / 2 / 20gp Alchecmical Fire / 1 / 20gp Sunrod x 2 / 2 / 4gp Tindertwig x 4 / * / 4gp Explorer's Outfit / * / 10gp Silversheen / .5 / 250gp Potion CLW +1 x 4 / .5 / 200gp Potion Long Strider x 2 / 1 / 100gp Potion Enlarge Person / .5 / 50gp Potion Expeditious Retreat / .5 / 50gp Treasure: 54gp, 1sp, 2cp Gems: none Total weight carried: 151.5 (load: medium) Maximum weight possible: 100 light, 200 medium, 300 heavy [/sblock] [sblock=Spells] Spells / Day 1st: 1 Spell DC's 1st: 12 Spells Memorized 1st: Magic Fang [/sblock] [sblock=Animal Companion]Name: Rock Creature: Badger Type: Animal Size: Small Speed 30 ft., burrow 10 ft., climb 10 ft. BAB: +1 Senses: low-light vision, scent; Perception +4 HP: 20 (2d8+4) AC: 16 = 10 + 3 (Dex) + 2 (Natural) + 1 (Size) Touch: 14; Flat-footed: 15 Attack: claws x 2 (melee) +5 = + 1 (BAB) + 3 (Dex) + 1 (size) / 1d3 / Crit x2 Bite (melee) +5 = +1 (BAB) + 3 (Dex) + 1 (size) / 1d4 / Crit x2 Saves: Fort: +5 / Ref: +6 / Will: 0 Ability Scores: Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10 Special Attacks: Rage (as a barbarian for 6 rounds per day); Special Qualities low-light vision, scent. Feats: Weapon Finess Tricks: Attack, Come, Defend, Down, Fetch, Guard & Heel # Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. # Come (DC 15): The animal comes to you, even if it normally would not do so. # Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character. # Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. # Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. # Guard (DC 20): The animal stays in place and prevents others from approaching. # Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go. Skills: Perception +4 [/sblock] [sblock=Details]Size: Medium Gender: Male Age: 64 Height: 3'7" Weight: 171 Hair Color: Red Eye Color: Grey Skin Color: Earthen Apperance: Lusk is a little shorter than most dwarves, requiring him to get closer to his opponents to hit them, which he seems to have adapted to very well. His beard is a dark red and normally braided in to two large braids. He does not appear friendly when not in armor and with his spiked armor doned he is a menacing figure. Deamenaor: Quite, Gruff, Loner Background: Having grownup in Rolgrimmdur Lusk started learnig to fight his races foes at a very early age. It was with the help of the war masters that he found away to offset and even take advanatage of his shorter stature. Between his classes and workout sessions he heard stories from his clan elders of their original home, refered to as the Forge. A small outpost at the edge of the mountians. As a young boy he dreamed of one day reclaming those tunnels for his clan and family, never really expecting to get the chance to one day be part of an expidition to the "Forge". When his training was complete he found work with a mercenary band known as Craig's Axes working in Highhelm. After 10 years of service he has eraned some free time and by random chance found out about an expidition to explore an old dwarven stronghold. Only time will tell if it is the "Forge" that he grew up hearing tales of. [/sblock] [sblock=Level Ups] Character Level 2: Class: Ranger (favored) 2nd level BAB: +1 to +2 Fort: +1 to +3 Ref: +1 to +3 Bonus feat: Two-Weapon Fighting (Combat Style) HP: 15 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 30 Skill Points: +6 (class) + 6 (old total) = 12 (new total) Character Level 3: Class: Ranger (favored) 3rd level BAB: +1 to +3 Will: +1 to +1 Bonus feat: Endurance (Ranger Bonus) Feat: Power Attack Class Ability: Favored terrain: Undeground (Caves & dungeons) HP: 30 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 45 Skill Points: +6 (class) + 12 (old total) = 18 (new total) Character Level 4: Class: Ranger (favored) 4th level BAB: +1 to +4 Fort: +1 to +4 Ref: +1 to +4 Class Ability: Hunter's Bond HP: 45 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 60 Skill Points: +6 (class) + 12 (old total) = 24 (new total)[/sblock] [/sblock] Complete, Ready for Review. [/QUOTE]
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RG: Forge of Fury - Pathfinder System
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