Nadya Petska
From Anu Anu RPG
Charakterbogen[edit]
Race: Human Allignment : CG Class: Ranger (Skirmisher/Guide) Lv: 7 HP: 67 (7d10+14) Str: 12 Dex: 17 Con: 14 Int: 14 Wis: 8 Cha: 14
Skills[edit]
(Mod): 8 Ranks per lvl = 56 Acrobatics : 6= 3(Dex)+ 3 Ranks Appraise : = 2(Int)+ 0 Ranks Bluff : = 2(Cha)+ 0 Ranks Climb : 5=c 1(Str)+ 1 Ranks Craft (Traps) : 8=c 2(Int)+ 3 Ranks Craft (Bowyer) : 9=c 2(Int)+ 4 Ranks Diplomancy : = 2(Cha)+ 0 Ranks Disable Device : = 3(Dex)+ 0 Ranks Disguise : = 2(Cha)+ 0 Ranks Escape artist : = 3(Dex)+ 0 Ranks Handle Animal :12=c 2(Cha)+ 7 Ranks Heal : 9=c-1(Wis)+ 7 Ranks Intimidate : 6=c 2(Cha)+ 1 Ranks Knowlege(Geo) : 8=c 2(Int)+ 3 Ranks Knowlege(lockal) : 5= 2(Int)+ 3 Ranks Knowlege(Natur) : 8=c 2(Int)+ 3 Ranks Perception : 9=c-1(Wis)+ 7 Ranks Perform : = 2(Cha)+ 0 Ranks Profession : =c-1(Wis)+ 0 Ranks Ride : 9=c 3(Dex)+ 3 Ranks Sense Motive : = -1(Wis)+ 0 Ranks Spellcraft : =c 2(Int)+ 0 Ranks Sleight of Hand : 3= 3(Dex)+ 0 Ranks Stealth :13=c 3(Dex)+ 7 Ranks Survival : 9=c-1(Wis)+ 4 Ranks + 3 Skillfocus Swim : =c 1(Str)+ 0 Ranks Use Magic Device : = 2(Cha)+ 0 Ranks
Spezials[edit]
Feats: Lvl 1 : Skill Focus Survival Human : Weapon finess Combat Style Archery: Point Blank Shot Lvl 3 : Two weapon fighting Bonus feat: Endurance Lvl 5 :Deadly Aim Combat Style Archery:Precise Shot Lvl 7 : Improved two weapon fighting Ranger’s Focus (Ex):2/day +4 to hit and dmg gegen das angesagte ziel bis zum ende des kampfes. Hunters Tricks: 3 (lvl/2 +wis) Lvl 5 : 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. Lvl 7 : Uncanny Senses (Ex): As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round. Woodlandstride Favored Terrains: Cold +2 Track +3 (lvl/2) Wild-Empathy +9 (lvl+cha)
Kampf[edit]
Saves : total = class + Ability + misc Fort Save : 7= 5 +2 Ref Save : 8= 5 +3 Will Save : 1= 2 -1 Initiative:+3 Perception:+9 (19 uncanny perception) Speed: 30ft. Armor Class: 21 = 10 +3 Dex +8 Armor Touch: 13 = 10 +3 dex Flat-footed: 18 = 10 +8 armor BAB: 7/2 Meele-AB: 8/3= 7 +1 Ranged-AB: 10/5= 7 +3 Meele: Handaxe +8/3(1d6x3) and Lightpick +8/3 (1d4 x4) Handaxe +10/5(1d6x3) Lightpick +10/5 (1d4x4) Ranged: +2 Adamant Composite Longbow (str +1) +13/8 (1d8+1 x3) +2 Adamant Composite Longbow (str +1) (PB) +14/9 (1d8+2 x3) +2 Adamant Composite Longbow (str +1) (PB DA) +12/+7 (1d8+6 x3) Armor: +2 Mithril Chainmail Armor Bonus: 8 Max Dex Bonus: 5 Check penalty: -2 Spell Failure: 0%
Gear[edit]
+2 Adamant Composite Longbow (str +1) +2 Adamant Chainmail Snowshous of northern pursuit Adventuring gear Northern style
Spezielles[edit]
Ranger’s Focus (Ex) At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day. This ability replaces favored enemy.
Terrain Bond (Ex) At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond. Hunter’s Tricks
At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once. This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.