Drinking & Dragons

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Revision as of 09:37, 14 October 2011

Wolfdale

Wolfdale.jpg

Ranger 3
CG Medium Human
Faith Venal, goddess of home and hearth
Init +2

Defense

AC: 12; Touch: 12; Flat-footed: 10
(+2 dex)
HP: 29 (3d10+3+3[favored ranger])
Fort: +4, Ref +5, Will +1

Offense

Speed: 30'
Melee: +5
Ranged: +5
Space: 5'; Reach: 5'; BAB: +3;
Combat Maneuver Bonus: +6 Combat Maneuver Defense: 17

Stats

Abilities STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 10 CHA: 10
Feats Hu: Improved Shield Bash; 1: Two-weapon Fighting; R2: Shield Slam; 3: Missile Shield; R3: Endurance
Skills 21 Skill points
Languages Common

Abilities

Active

Favored Enemy (Animals)
+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.
Wild Empathy
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.

Passive

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Track (+1 bonus already added to skill)