Dormain

Dormain CR 6

XP 8,9991

Male Human Ranger (skirmisher) 8
CG Medium humanoid
Init +4 Senses Perception +13

DEFENSE


AC 17 touch 13, flat-footed 14 (+3.5 Dex)
hp 68hp (6d10+6 con)
Fort +6, Ref +8, Will +2
DR 1/-

OFFENSE


Speed 30 ft.
Melee +1 cold iron longsword +14 (1d8+2 19-20 crit)
Ranged +3 anarchic eccentric human-bane shocking burst flaming composite +3 longbow +15 {+17 at Str 16} with sheaf arrows (1d8+4{+6 at Str 16} +1d6 fire +1d6 electricity +2d6 vs. social +2d6 vs. lawful crit x3 + 1d10 electricity)
Special Attacks Favored Enemy +4 magical Beast, +2 Dragon, Hunters Bond (Companions),
Hunter’s Tricks
6/day-Aiding attack, Pick another Hunter's Trick, Chris

STATISTICS


Str 13, Dex 17, Con 12, Int 12, Wis 14, Cha 7
Base Atk +8/+2 OCM 24/+9 DCM 26/+11
Feats Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Composite Longbow), Manyshot, Clustered shot
Skills 59 Skill Points , +7 Acrobatics, +12 Climb, +6 Craft(bower fletcher), +6 Heal , +5 Knowledge (dungeoneering), +8 Knowledge (geography), +10 Knowledge (nature), +13 Perception, +7 Ride, +12 Stealth, +13 Survival(+17 when following tracks), +12 Swim
Languages Common
SQ
Combat Gear +1 Composite +1 Longbow, +1 Cold Iron Longsword;
Other Gear
  • Healer's Kit
  • MAGIC BONE of HEELING +5 handle animal charisma times per day works on regular animals and magical beasts
  • Clothing, Artisan's Outfit
  • Backpack, Common
  • Bedroll
  • Blanket, Common
  • Food Rations, Trail
  • Waterskin
  • Torch, Common
  • 1 healer's kit

1 tanglefoot bag
1 everburning torch
1 flask of acid
2 sunrods
1 wand of meld into stone (25 charges)
1 ring of force shield
1 +1 composite(+4) longbow
16 +2 screaming flight arrows
+3 cloak of resistance
1 cloak of elvenkind

  • 20 Sheaf Arrows
  • Flint and Steel, Combat Scabbard, Lamp oil, Marbles, Caltrops, Grappling Arrow, String, Hemp Rope, Piton, Chalk, charcoal, magnet, waterproof bag, glass bottle, 3 Bottles Alchemist Fire, soap. sheild sconce, paper, signal whistle, iron spike

SPECIAL ABILITIES

Favored Terrains: Underground Pick another favoured terrain, Chris
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival, leaves no trail.

Combat style: Archery

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): 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.

Favored enemies: +4 magical beasts, +2 dragons
He gains this bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets the bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

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.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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.

Hunter's Tricks

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.


Categories: Characters, Player Characters

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