Difference between revisions of "User:Wizardoest/PCs/Wolfdale (Ludhumus)"
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Revision as of 09:37, 14 October 2011
Wolfdale
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)