2013-11-24 00:01
kittenofdoom in
crackcandy
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Kira
Female Human Ranger 1
CG Medium Humanoid (human)
Init 0
Defense
AC 10
Hp 16
Fort 7 ; REF 3 ; Will 0
Offense
Speed 30 ft.
Melee +2
Sq
Track: You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy: You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Statistics
STR 12 DEX 10 CON 20 INT 8 WIS 10 CHA 18
Feats
Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that 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
Armor Proficiency (Medium): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Martial Weapon Proficiency: You make attack rolls with all your martial weapons normally (without the non-proficient penalty
Simple Weapon Proficiency: You make attack rolls with simple weapons without penalty.
Traits: Dangerously Curious, Deft Dodger
Skills: Acrobatics (+1), Climb (+5), Perception (+4), Ride (+6), Survival (+4), Follow/Identify Tracks (+5), Swim (+5)
Languages: Common
Inventory Arrows (100), Backpack, Bedroll, Blowgun, Bread (Loaf), Cheese (Hunk), Dagger (1), Blowgun/10 darts, Flint and Steele, Leather, Explorers Outfit, Belt Pouch, Trail Rations (2 day), Shortbow, Torch, Waterskin (Filled), 184gp remaining.
Special Attacks
+2 vs vs Bluff, Knowledge, Perception, sense Motive, and Survival checks vs Animals
+2 vs attack/defense rolls vs Favored Enemy
Female Human Ranger 1
CG Medium Humanoid (human)
Init 0
Defense
AC 10
Hp 16
Fort 7 ; REF 3 ; Will 0
Offense
Speed 30 ft.
Melee +2
Sq
Track: You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy: You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Statistics
STR 12 DEX 10 CON 20 INT 8 WIS 10 CHA 18
Feats
Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that 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
Armor Proficiency (Medium): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Martial Weapon Proficiency: You make attack rolls with all your martial weapons normally (without the non-proficient penalty
Simple Weapon Proficiency: You make attack rolls with simple weapons without penalty.
Traits: Dangerously Curious, Deft Dodger
Skills: Acrobatics (+1), Climb (+5), Perception (+4), Ride (+6), Survival (+4), Follow/Identify Tracks (+5), Swim (+5)
Languages: Common
Inventory Arrows (100), Backpack, Bedroll, Blowgun, Bread (Loaf), Cheese (Hunk), Dagger (1), Blowgun/10 darts, Flint and Steele, Leather, Explorers Outfit, Belt Pouch, Trail Rations (2 day), Shortbow, Torch, Waterskin (Filled), 184gp remaining.
Special Attacks
+2 vs vs Bluff, Knowledge, Perception, sense Motive, and Survival checks vs Animals
+2 vs attack/defense rolls vs Favored Enemy