Grimkor GraublutAllgemeines: (Anzeigen)Volk: Zwerg
Klasse: Waldläufer
Geschlecht: männlich
Gesinnung: CG
Religion: The Green Faith
Stufe: 6
Erfahrungspunkte: 15.400 (nächste Stufe: 23.000)
Aktionspunkte: 8
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Alter: 30
Größe: 1,45 m
Gewicht: 90 kg
Augenfarbe: hellgrau
Haarfarbe: schwarz mit grauen Strähnen
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Initiative: +2
Sinne: Perception: + 10 (+2 taste/touch, Dwarf)
Darkvision: 60 ft.
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Defensive: (Anzeigen)TP: 70 (6TW, 18 Con, 8 Race)
RK: 19 (5 Armor+1, 2 Dex, 1 Nat, 1 2W-Defense)
Berührung: 13 , falscher Fuß: 17
Rettungswürfe: | Gesamt | Basis | Attribut
|
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Ref | +7 | +5 | +2
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Wil | +4 | +2 | +2
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Fort | +8 | +5 | +3
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hearty: +2 vs poison, spells and spell-like abilities (Dwarf)
stability: +4 on combat maneuver to resist bull rush or trip (Dwarf)
defensive training: +4 AC vs giant type (Dwarf)
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Offensive: (Anzeigen)Geschwindigkeit: 6m (4 Felder)
BAB: +6/+1
Combat Maneuvers: +10
Nahkampf:
Urgrosh (+1, magic): +12/+7; dmg: 1d8+5; crit: x3
TWF Urgrosh +10/+5, 1d8+5 ; +10/+5, 1d6+5; crit: x3
Fernkampf:
hvy Crossbow, mwk +9/+4; dmg: 1d10; crit: 19-20/x2; range: 120ft
Spezialangriffe:
1st favored enemy (+4): goblinoids
2nd favored enemy (+2): evil outsiders
hatred: +1 att vs orc and goblinoids (Dwarf)
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Zauber: (Anzeigen)bekannte Zauber: Waldläufer, Zauber Grad 1
spells/day: 2 x Grad 1 (DC: 13)
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Attribute: (Anzeigen)
STR : 19* (+4) DEX: 14 (+2) CON : 16 (+3) INT : 10 WIS: 14 (+2) CHA : 8 (-1)
(*+ 2 durch Belt)
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Fertigkeiten: (Anzeigen) Skill | Ränge | Attribut | class | sonstige | gesamt
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Climb | 4 | 4 (Str) | 3 | -1 ACP | 10
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Craft (weaponsmith) | 1 | 0 (Int) | 3 | 0 | 4
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Handle Animal | 1 | -1 (Cha) | 3 | 0 | 3
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Heal | 4 | 2 (Wis) | 3 | 0 | 9
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Knowledge (Nature) | 4 | 0 (int) | 3 | 0 | 7
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Knowledge (Dungeoneering) | 1 | 0 (int) | 3 | 0 | 4
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Knowledge (Geography) | 1 | 0 (int) | 3 | 0 | 4
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Perception | 6 | 2 (Wis) | 3 | 0 | 11
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Stealth | 6 | 2 (Dex) | 3 | -1 ACP | 10
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Spellcraft | 2 | 0 (Dex) | 3 | 0 | 5
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Survival | 6 | 2 (Wis) | 3 | 0 | 11
|
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Feats, Klassenlevel: (Anzeigen)
Lvl 1: 1st favored enemy, track, wild empathy
Lvl 2: combat training feat: 2 weapon combo
Lvl 3: endurance, 1st favored terrain (forest)
Lvl 4: hunters bond (companions within 30ft getting bonus on fav enemies)
Lvl 5: 2nd favored enemy
Lvl 6: combat training feat: improved two weapon fighting
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Klassen- und Volksmerkmale: (Anzeigen)Class Skills
The ranger’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier
Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on the Ranger Favored Enemies Table. The ranger gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and
20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses
whichever bonus is higher.
Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. 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, inf luencing an animal in this way
takes 1 minute, but, as with inf luencing people, it might take more or less time.
The ranger can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex): At 2nd level, a ranger must select
one of two combat styles to pursue: If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Deft Shield, Double Slice, Two-Weapon Defense, and Two- Weapon Fighting. At 6th level, he adds the following feats to his list: Improved Two-Weapon Fighting and Weapon Swap.
At 11th level, he adds the following feats to his list: Greater Two-Weapon Fighting and Two-Weapon Rend.
The benefits of the ranger’s chosen style feats apply only when he wears light or no armor. He loses all benefits of his combat style feats when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from among those given on the Favored Terrain Table. The ranger gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Likewise, he gets a +1 bonus on initiative checks when in this terrain.
At 8th level and every five levels thereafter (13th and 18th level), the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increase by +2, while the initiative bonus increases by +1.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with those he hunts with. This bond can take one of two forms. The first is a bond to his companions. This bond
allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is onehalf his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and
prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the
spell level + the ranger’s Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 4–10. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 4–10 indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Volksmerkmale Zwerg:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are
both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures, and have no
bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20
feet, but their speed is never modified by armor or
encumbrance.
Darkvision 60 feet: Dwarves can see in the dark up to
60 feet.
Stonecunning: Dwarves treat any Profession skill
related to stone as a class skill. In addition, they receive
a +2 bonus on Perception skill checks to notice unusual
stonework, such as traps and hidden doors located in
stone walls or f loors. They receive a check to notice
such features whenever they pass within 10 feet of them,
regardless of whether or not they are actively looking.
Keen Senses: Dwarves receive a +2 bonus on taste- and
touch-based Perception skill checks.
Greed: Dwarves treat Appraise as a class skill when
attempting to determine the price of nonmagical goods
that contain precious metals and gemstones.
Hearty: Dwarves receive a +2 racial bonus on saving
throws against poison, spells, and spell-like abilities.
Weapon Familiarity: Dwarves are prof icient with
battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a
martial weapon.
Hatred: Dwarves receive a +1 bonus on attack rolls
against humanoid creatures of the orc and goblin subtypes
due to special training against these hated foes.
Defensive Training: Dwarves get a +4 dodge bonus to AC
against monsters of the giant type.
Stability: Dwarves receive a +4 bonus to their combat
maneuver bonus when resisting a bull rush or trip attempt
while standing on the ground.
Languages: Dwarves begin play speaking Common
and Dwarven. Dwarves with high Intelligence scores can
choose any of the following: Elemental, Giant, Gnome,
Goblin, Orc, and Undercommon.
Favored Class: The favored class of dwarves is cleric or
fighter. This choice must be made at 1st level and cannot
be changed.
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Ausrüstung: (Anzeigen)Urgrosh +1 (2.650gp)
Chain Shirt +1 (1.250gp)
Heavy Crossbow, mwk (350gp)
Belt of Giant Strength +2 (4.000gp)
Amulett of natural Armor +1 (2.000gp)
Explorers Outfit (10gp)
Backpack (2gp)
Flint and Steel (1gp)
Silk Rope, 50ft (10gp)
Waterskin (1gp)
Antitoxin 2x (100gp)
Healers Kit, 10 uses (50gp)
126 gp left
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Aussehen: (Anzeigen)
Grimkor ist ein recht großer und kräftiger Zwerg. Seine wettergegerbte Haut wirkt fast ledern, seine dunklen Haare sind sauber und gepflegt. Sein mürrischer Gesichtsausdruck weicht höchstens der Vorfreude auf einen zünftigen Kampf.
Gekleidet in ein gutes Kettenhemd, darüber die dunkle Kleidung eines Waldläufers.
Seine Axt trägt er jederzeit geschultert, seine schwere Armbrust hat er an einem langen Lederband auf dem Rücken geschnallt.
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