Disposable:The Hunting of the Crimson Lord/PCs/Eric2: Difference between revisions
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* 3rd: '''Lightning Mace (CW p113):''' When you roll a critical threat with a light mace, you can an additional attack with that weapon at the same bonus the threat was amde with. | * 3rd: '''Lightning Mace (CW p113):''' When you roll a critical threat with a light mace, you can an additional attack with that weapon at the same bonus the threat was amde with. | ||
* R3: '''Endurance (PHB p93):''' You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. | * R3: '''Endurance (PHB p93):''' You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. | ||
* 6th: '''Pulverize Foe (FR:CoR p21):''' If you hit | * 6th: '''Pulverize Foe (FR:CoR p21):''' If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an additional 1d6 points of bludgeoning damage with each hit after the first. | ||
* F2: '''Mage Slayer (CA p81):''' You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat. | * F2: '''Mage Slayer (CA p81):''' You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat. | ||
* F4: '''Weapon Specialization: Light Mace (PHB p102):''' +2 damage with light maces. | * F4: '''Weapon Specialization: Light Mace (PHB p102):''' +2 damage with light maces. |
Revision as of 17:08, 18 November 2008
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Fighter 4 / Ranger 11 (ECL 15)
Race: Human
Alignment: N | Size: M
Patron Deity: Holy Book of Awesome
Str 15 +2 |
Dex 18 +4 (22 +6) |
Con 14 +2 (16 +3) |
Int 14 +2 |
Wis 10 +0 |
Cha 10 +0
Defense
AC: 25 / Touch: 20, Flatfooted: 17
(+6 Dex, +6 armor, +2 deflection, +1 natural)
HP: 146 / HD: 11d8(58) + 4d10(28) + 60
Initiative: +6 / Speed: 30'
Fort: 14 / Reflex: 14 / Will: 5
- +3 vs mind-affecting
- Resist fire/5
Attacks
- +1 Adamantine Corrosive Psychokinetic Light Mace +25/+20/+15 / 1d6+7 + 1d6 acid + 1d4 force / 19-20x2 / b
- +1 Cold Iron Magebane Shocking Light Mace +25/+20/+15 / 1d6+7 + 1d6 electrical / 19-20x2 / b
- +2 & +2d6 damage vs arcane casters
- +1 Silver Flaming Frost Light Mace +25/+20/+15 / 1d6+6 + 1d6 fire + 1d6 cold / 19-20x2 / b
- Two Light Maces +23/+23/+18/+18/+13/+13
- Touch +21
Space/Reach: 5 ft./5 ft. Base Attack: +15/+10/+5
Feats
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Skills
Languages: Common, Draconic, Goblin |
Special Abilities
Ranger
- Champion of the Wild (CC p50): You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels.
- Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). 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 able to study each other, which means that they 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 (such as a basilisk or a girallon), but he takes a -4 penalty on the check. +11
- Distracting Attack (PHB2 p55) (Ex): Any creature you hit is considered flanked by you for the purpose of your allies attacking the creature.
- Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
- Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
- Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralysed) does not gain the benefit of evasion.