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Disposable:The Hunting of the Crimson Lord/PCs/Eric2

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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: 17 / Reflex: 17 / Will: 8

+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

  • H1: Combat Reflexes (PHB p92): Can make up to 7 AoO each round.
  • R1: Track (PHB p101) See book for table to determine DC.
  • 1st: Improved Toughness (CW p101): +1 HP per HD.
  • R2: Two-Weapon Fighting (PHB p102): The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
  • F1: Weapon Focus: Light Mace (PHB p102): +1 to hit with light maces.
  • 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.
  • 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.
  • F4: Weapon Specialization: Light Mace (PHB p102): +2 damage with light maces.
  • 9th: Improved Critical: Light Mace (PHB p95): The critical threat range with light maces is doubled.
  • R6: Improved Two-Weapon Fighting (PHB p96): You may make an additional attack with your off hand at a -5 penalty.
  • R8: Combat Expertise (PHB p92): You may take up to a -5 penalty to hit to gain up to a +5 dodge bonus to AC.
  • 12th: Melee Weapon Mastery: Bludgeoning (PHB2 p81): +2 to hit and damage with bludgeoning weapons.
  • 15th: Crushing Strike (PHB2 p78): When making a full attack action, each hit with a bludgeoning weapon gives each following attack that round a cumulative +1 bonus to hit until the end of the my turn.
  • R11: Greater Two-Weapon Fighting (PHB p95): You may make a third attack with your off hand at a -10 penalty.
  • R11: Improved Trip (PHB p96): You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. d20+6

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.
  • Favored Enemy (Ex): A ranger gains the listed bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets the listed bonus on weapon damage rolls against such creatures. Arcane Caster +4, Divine Caster +4, Manifester +2
  • 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. d20+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.