Difference between revisions of "User:Wizardoest/PCs/Wolfdale (Ludhumus)"
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== Wolfdale == | == Wolfdale == | ||
[[File:Wolfdale.jpg|right| | [[File:Wolfdale.jpg|right|200px]] | ||
Ranger 3<br/> | Ranger 3<br/> | ||
CG Medium Human<br/> | CG Medium Human<br/> | ||
'''Faith''' Venal, goddess of home and hearth<br/> | '''Faith''' Venal, goddess of home and hearth<br/> | ||
'''Init''' + | '''Init''' +4<br/> | ||
== Defense == | == Defense == | ||
'''AC:''' | '''AC:''' 20; '''Touch:''' 12; '''Flat-footed:''' 18<br/>(+2 dex, +6 chainmail, +2 scizore)<br/> | ||
'''HP:''' 29 (3d10+3+3[favored ranger])<br/> | '''HP:''' 29 (3d10+3+3[favored ranger])<br/> | ||
'''Fort:''' +4, '''Ref''' +5, '''Will''' + | '''Fort:''' +4, '''Ref''' +5, '''Will''' +2 | ||
== Offense == | == Offense == | ||
'''Speed:''' 30'<br/> | '''Speed:''' 20' (30')<br/> | ||
'''Melee:''' +5<br/> | '''Melee (Standard):''' Scizore, mw +5 (1d10+2 ×2)<br/> | ||
'''Ranged:''' +5 <br/> | '''Melee (Full):''' Scizore, mw +3 (1d10+2 ×2) and Shortsword +3 (1d6+1 19×2)<br/> | ||
'''Ranged:''' Javelin +5 (1d6+2 ×2 30') <br/> | |||
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +3; <br/> | '''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +3; <br/> | ||
'''Combat Maneuver Bonus:''' + | '''Combat Maneuver Bonus:''' +5 '''Combat Maneuver Defense:''' 17<br/> | ||
== Stats == | == Stats == | ||
'''Abilities''' STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 10 CHA: 10<br/> | '''Abilities''' STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 10 CHA: 10<br/> | ||
'''Feats''' Hu: Improved Shield Bash; 1: Two-weapon Fighting; R2: Shield Slam; 3: | '''Feats''' Hu: Improved Shield Bash (retain AC when attacking); 1: Two-weapon Fighting; R2: Shield Slam; 3: Shield Focus; R3: Endurance <br/> | ||
'''Skills''' 21 Skill points<br/> | '''Skills''' 21 Skill points. ACP: -7 (5 armor, 2 shld) <br/> | ||
'''Languages''' Common | '''Languages''' Common | ||
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: 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. | : 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. | : 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. | ||
;Shield Slam (with Scizore) | |||
: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn. | |||
=== Passive === | === Passive === | ||
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;Weapon and Armor Proficiency | ;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). | : A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). | ||
;Scizore | |||
: The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your CMD against being disarmed of your scizore. Donning a scizore is a full-round action. | |||
;Track (+1 bonus already added to skill) | ;Track (+1 bonus already added to skill) | ||
;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. | |||
;Indomitable Faith (Trait) +1 to Will saves | |||
: You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. | |||
;Reactionary (Trait) +2 to Initiative | |||
: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. | |||
__NOTOC__ | __NOTOC__ |
Revision as of 12:03, 14 October 2011
Wolfdale
Ranger 3
CG Medium Human
Faith Venal, goddess of home and hearth
Init +4
Defense
AC: 20; Touch: 12; Flat-footed: 18
(+2 dex, +6 chainmail, +2 scizore)
HP: 29 (3d10+3+3[favored ranger])
Fort: +4, Ref +5, Will +2
Offense
Speed: 20' (30')
Melee (Standard): Scizore, mw +5 (1d10+2 ×2)
Melee (Full): Scizore, mw +3 (1d10+2 ×2) and Shortsword +3 (1d6+1 19×2)
Ranged: Javelin +5 (1d6+2 ×2 30')
Space: 5'; Reach: 5'; BAB: +3;
Combat Maneuver Bonus: +5 Combat Maneuver Defense: 17
Stats
Abilities STR: 14 DEX: 15 CON: 12 INT: 10 WIS: 10 CHA: 10
Feats Hu: Improved Shield Bash (retain AC when attacking); 1: Two-weapon Fighting; R2: Shield Slam; 3: Shield Focus; R3: Endurance
Skills 21 Skill points. ACP: -7 (5 armor, 2 shld)
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.
- Shield Slam (with Scizore)
- Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
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).
- Scizore
- The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your CMD against being disarmed of your scizore. Donning a scizore is a full-round action.
- Track (+1 bonus already added to skill)
- 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.
- Indomitable Faith (Trait) +1 to Will saves
- You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
- Reactionary (Trait) +2 to Initiative
- You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.