Drinking & Dragons

User:Wizardoest/PCs/Wolfdale (Ludhumus)

From Drinking and Dragons

Wolfdale

Wolfdale.jpg

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.