Duran Tullier
Hit Points 128 17d10+17+17
Initiative +3 +3 dex
(+6 Initiative bonus in Urban areas)
(+2 Initiative bonus Underground)
(+2 Initiative bonus in Forests)

ATTACKS
Base A. Bonus +17(4)
Melee Attack +221
Ranged Attack +212
Maneuvers +22
(+2 vs. Magical Beasts)
(+4 vs. Evil Outsiders)
(+4 vs. Aberrations)
(+4 vs. Humans)

DEFENSES
Armor Class +22
Touch AC +8
Flat-footed +19
Maneuvers +24

ABILITY trait mod
Strength 19 (23) +4 (+6)
Dexterity 14 (16) +2 (+3)
Constitution 12 +1
Intelligence 10 (12) +0 (+1)
Wisdom 14 (18) +2 (+4)
Charisma 8 –1

SAVES
Fortitude +16
Reflex +18
Will +14
SKILL Roll Calculating
Acrobatics +17 dex 3 + rank 17 –armor 3
Bluff –1 cha -1
Climb +7 str 6 + rank 1 + class 3 –armor 3
Handle Animal +19 cha -1 + rank 17 + class 3
Heal +8 wis 4 + rank 1 + class 3
Intimidate +3 cha -1 + rank 1 + class 3
Linguistics +2 int 1 + rank 1
Perception +27 wis 4 + rank 17 + class 3 + bracers 3
Ride +12 dex 3 + rank 9 + class 3 –armor 3
Sense Motive +21 wis 4 +"rank"17
Spellcraft +6 int 1 + rank 2 + class 3
Stealth +30 dex 3 + rank 17 + class 3 +armor 7
Survival +24 wis 4 + rank 17 + class 3
Swim +7 str 6 + rank 1 + class 3 –armor 3
KNOWLEDGE Roll Calculating
Dungeoneering +14 int 1 + rank 10 + class 3
Geography +7 int 1 + rank 3 + class 3
Local +2 int 1 + rank 1
Nature +7 int 1 + rank 3 + class 3

(+2 Bluff, Knowledge, Perception, Sense Motive, & Survival vs. Magical Beasts)
(+4 Bluff, Knowledge, Perception, Sense Motive, & Survival vs. Humans)
(+4 Bluff, Knowledge, Perception, Sense Motive, & Survival vs. Aberrations)
(+4 Bluff, Knowledge, Perception, Sense Motive, & Survival vs. Evil Outsiders)
(+6 Knowledge (geography), Perception, Stealth, & Survival in Urban areas)
(+2 Knowledge (geography), Perception, Stealth, & Survival Underground)
(+2 Knowledge (geography), Perception, Stealth, & Survival in Forests)
(+4 Handle Animal when instructing Shadow)
(+½ level to Survival when Tracking)
(+2 on Ride to stay in the saddle)

Nature: Cohort
Leader: Cirilli Solirion Santiar
Allegiance: The Cèilidh Ring

Race: Human
Origins: Eldeen Reaches
Residence: Skysedge Park

Class: Ranger 17
Alignment: True Neutral
Religion: Greensinger (druidic faith)
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Description

Gender: Male
Age: 28
Hair: Dark brown, medium length.
Eyes: Amber
Height: 5'11" (ca. 180 cm)
Weight: 188 lbs. (ca. 85,2 kg)
Body: Strongly built, clearly a warrior.
Clothing: Simple but sturdy, with earthy tones and colors.

Oher traits:
● Very hairy.
● Unusually large canines, for a human.
● The breastplate, falchion, and bow are rather prominent.

.

Information

Tullier is a rugged man, likely with some Shifter blood, from the Eldeen Reaches. He Joined the army at an early age, and was soon given the position of scout, in the Aundairian military3. He later went rogue and joined the rebel forces in fighting for the Eldeen Reaches as a free nation. With the war over he's had a bit of a hard time finding his place in the world. He's been in Sharn for almost a year now, and only recently did he find Cirilli and his "flock".
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Racial Abilities

Bonus Feat: Gain an extra Feat.
Skilled: Gain 1 additional skill rank for each class level they have.
Languages: Common, Sylvan
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Class Abilities

Proficiencies: All simple & martial weapons, light & medium armor & shields (except tower shields)

Favored Enemy (Human)4: +4 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, and Attack & Damage rolls against.
Favored Enemy (Aberration): +4 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, and Attack & Damage rolls against.
Favored Enemy (Outsider), Evil): +4 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, and Attack & Damage rolls against.
Favored Enemy (
Magical Beast): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, and Attack & Damage rolls against.
Favored Terrain (
Urban): +6 bonus on Initiative checks & Knowledge (geography), Perception, Stealth, and Survival skill checks in urban areas. Leaves no trail & can't be tracked.
Favored Terrain (
Forest): +2 bonus on Initiative checks & Knowledge (geography), Perception, Stealth, and Survival skill checks in urban areas. Leaves no trail & can't be tracked.
Favored Terrain (
Underground//): +2 bonus on Initiative checks & Knowledge (geography), Perception, Stealth, and Survival skill checks in urban areas. Leaves no trail & can't be tracked.
Track: Adds 1/2 ranger level to Survival skill checks to follow or identify tracks.

Wild Empathy: Can improve the initial attitude of an animal.
This ability functions just like a Diplomacy check to improve the attitude of a person.
Roll: 1d20 + ranger level + Cha modifier.
● A typical domestic animal has starting attitude of ''indifferent'', while wild animals are usually ''unfriendly''.
● The ranger and the animal must be within 30 feet of one another, and in normal visibility conditions.
● Generally takes 1 minute, but, as with influencing people, it might take more or less time.
● Can also use this ability to influence a magical beast with an Int score of 1 or 2, but with –4 penalty.

Combat Style (Archery): Grants a series of bonus feats based on the fighting style. Can ignore feat prereqs.
Hunter's Bond: You gain an animal companion. Your effective druid level for this ability = ranger lvl – 3
Woodland Stride: You can move through non-magical undergrowth (thorns, briars, etc.)
at normal speed and without suffering any damage or impairment
Swift Tracker: When moving at normal speed you suffer no penalty on Survival for tracking, at twice normal speed you only take a -10.
Improved Evasion: When you make a successful Reflex save against an effect that normally deals half damage on a successful save, you instead take no damage.
On a failed save, you only take half damage. Does not apply if wearing heavy armor.

Quarry: As a standar action you may designate a target within your line of sight as your quarry.
● When following the quarry's tracks, you may take 10 on Survival checks while moving at normal speed.
● You receive a +2 insight bonus to all attack rolls against the quarry.
● All critical threats against the quarry are automatically confirmed.
Additionally:
● You may dismiss the effect as a free action, but cannot select a new quarry for 24 hours.
● If you have proof of the quarry's death, you may select a new quarry after an hour.
● The target must fall within one of your favored enemy types.

Camouflage: While in a Favored Terrain you can use the stealth skill to hide, even if you don't have any cover or concealment.
Hide in Plain Sight: While in a Favored Terrain you can use the stealth skill even while being observed.

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Feats

1.Power Attack: Can take –4 on melee attacks to get +8 to damage (+12 if using two-handed weapons), for 1 round. (Already included)
1B.Cleave: Can make 1 single attack as a Standard action.
If it hits, grants +1 additional attack against a foe that is adjacent to the first.
This gives a –2 penalty to your Armor Class until your next turn.
2B.Rapid Shot: When making a ranged full-attack, you can fire 1 more shot.
All your attack rolls take a –2 penalty when using Rapid Shot.

3.Quick Draw: You can draw your weapon as a Free action, instead of as a Move action.
3B.Endurance: You gain a +4 bonus on the following checks & 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 avoid nonlethal damage from starvation or thirst
● Constitution checks made to hold your breath
● Fortitude saves made to resist damage from suffocation.
● Fortitude saves made to avoid nonlethal damage from hot or cold environments
Also: You may sleep in light or medium armor without becoming ''fatigued''.

5.Boon Companion: Calculate animal companion stats as if you had +4 levels in relevant class, up to max = your character level.
6B.Manyshot: When making a full-attack action with a bow, your first attack fires 2 arrows.
If the attack hits, both arrows hit and deal damage separately.
7.Deadly Aim: Can take –4 on ranged attacks to get +8 to damage for 1 round. (Already included)
9.Improved Critical (Falchions): Doubles your threath range with the chosen weapon.
10B.Improved Precise Shot: Your ranged attacks ignores AC bonuses or miss chance granted by anything less then total cover/concealment.
11.Heavy Armor Proficiency: What it says on the tin.
13.Critical Focus: Gives a +4 circumstance bonus on attack rolls made to confirm critical hits.
14B.Pinpoint Targeting: As a standar action, you may make a single ranged attack that ignores armor, natural armor, and shield bonuses to AC. You may not move this turn.
15.Heroic Spirit: You have 3 Action Points.

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Spellcasting

Spell Slots:
1st level: 5 per day
2nd level: 4 per day
3rd level: 3 per day
4th level: 2 per day

Can access all Ranger spells of appropriate levels.

Usually prepared:
1.Delay PoisonV,S T: Stops poison from harming subject for 1 hour/CL.
1.Delay PoisonV,S T: See above.
1.LongstriderV,S: Your base speed increases by 10 ft. for 1 hour/CL.
1.Resist EnergyV,S T: Subject ignores 30 points of damage/attack from specified energy type for 10 min/CL.
1.???:

2.BarkskinV,S T: Gives subject +4 Natural Armor for 10 min/CL. Stacks with mundane natural armor bonus.
2.???:
2.???:
2.???:

3.DarkvisionV,S T: Subject gains 60 feet of darkvision for 1 hour/CL.
3.Cure Moderate WoundsV,S T: Heals/harms living/undead creature touched 2d8+10 hit points.
3.???:

4.Freedom of MovementV,S T: Subject can move and attack normally, even under the influence of impeding magic, and cannot be grappled for 10 min/CL.
4.Animal Growth: One animal doubles in size. 1 min./CL

Permanent Enchantments

1.Comprehend Languages5(CL 18): You understand all spoken and written languages. This doesn't let you speak or write the language. Doesn't work on magical text.
2.See Invisibility6(CL 18): You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal. You can tell the difference.
5.Telepathic Bond(CL 17): You form a telepathic bond with another creature (Duran Tullier). Doesn't work across planar boundaries.
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Equipment

Composite Longbow: ranged weapon. Dmg: 1d8+21. Crit: 19-20/x3. Range: 110 feet. Traits: Adaptive, +5 weapon. (Enchanted by Mirek Strenger)
Falchion: two-handed melee weapon. Dmg: 2d4+28. Crit: 15-20/x2. Traits: +4 weapon. (Enchanted by Mirek Strenger)
Kukri: one-handed melee weapon. Dmg: 1d4+14. Crit: 18-20/x2. Traits: Masterworked.
Halberd: one-handed melee weapon. Dmg: 1d10+14. Crit: x3. Traits: Masterworked, brace, trip.
Sling: ranged weapon. Dmg: 1d4+14. Crit: x2. Range: 50 feet. Traits: Masterworked.
Light Crossbow: ranged weapon. Dmg: 1d8+8. Crit: 19-20/x3. Range: 80 feet. Traits: Adapted for underwater use (range inc. of 20 ft. under water).

Mithral Full Plate: medium armor (requires heavy armor proficiency). AC: +14. Max dex: +3. Penalty: –3. Spd: 20 ft. Traits: +5 armor, Improved Shadow, Glamered. (Partially Enchanted by Mirek Strenger)
Quick Runner's Shirt: The wearer may, once per day, turn a Swift action into a Move action. (Crafted by Isidro Velazquez-Cardona)
Ring of Protection: +4 deflection bonus to armor.
Cloak of Resistance: +5 resistance bonus to all saves. (Crafted by Ari Thiel, improved by Isidro Velazquez-Cardona and others)
Belt of Physical Might: +4 enhancement bonus to strength and +2 to dexterity. (Crafted by Isidro Velazquez-Cardona)
Headband of Mental Prowess: +2 enhancement bonus to intelligence (sense motive), +4 enhancement bonus to wisdom. (Crafted by Isidro Velazquez-Cardona, improved commercially)
Bracers of Falcon's Aim: +3 competence bonus to perception, +1 competence bonus to ranged attacks, makes the crit multiplier on bows and crossbows 19-20/x3. (Crafted by Isidro Velazquez-Cardona)
Necklace of Adaptation: Wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe anywhere.
Dusty Rose Prism Ioun Stone: +1 insight bonus to AC.
Wand of Cure Light Wounds: Cures 1d8+1 HP damage. 50 charges.
Feather Fall Token: One-use tokens only usable inside Sharn.
Potion Sponge: A chewing sponge made to hold one potion for underwater consumption. Reusable.
Various Potions: 1x Potion of Cure Light, 4x Potion of Air Bubble.
Soal Soap: Never leave home without it.
Military Saddle: +2 Ride to stay in the saddle. 75% chance to stay in if knocked unconscious.
Magebred Heavy Horse: Heavy riding horse bred by House Vadalis. His name is Ranger.
Arrows, mundane: In a seemingly neverending supply.
Arrows, silvered: 20 of them. They give a -1 penalty on the damage roll.
Arrows, adamantine: 3 of them. Adamantine ignores any hardness of 20 or less.

Expected Total: 75'000 gp.
Wealth Used: 181'9107 gp.
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Shadow the Panther

Hit Points 106 14d8+42
ATTACKS
Base A. Bonus +10
Melee Attack +21
Maneuvers +16
x (+6 with disarm, sunder, or trip)
DEFENSES
Armor Class +24
Touch AC +9
Flat-footed +15
Maneuvers +25

ABILITY trait mod
Strength 21 +5
Dexterity 27 (29) +8 (+9)
Constitution 15 +2
Intelligence 3 -4
Wisdom 12 +1
Charisma 6 -2
SAVES
Fortitude +14
Reflex +21
Will +10
(+4 Will vs. enchantment spells and effect)
SKILL Roll Calculating
Acrobatics +13 dex 9 + rank 1 + class 3
Climb +9 str 5 + rank 1 + class 3
Perception +6 wis 1 + rank 1 + class 3
Linguistics -3 int -4 + rank 1
Stealth +25 dex 9 + rank 8 + class 3 + armor 5
Survival +5 wis 1 + rank 1 + class 3
Swim +9 str 5 + rank 1 + class 3

(+8 Perception for scents)
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Nature: Animal
Type: Black Panther8
Size: Medium

Speed: 50 ft.
AC: +9 Dex, +11 natural, +4 armor
Initiative: +9

Damage: Bite 1d6+5 & Trip; 2 Claws 1d3+5

Languages: Common, Sylvan
Special Qualities: Low-light vision, scent, Sprint (Speed x10, 1/hour) Link (Duran), Share Spells, Improved Evasion, Devotion
Feats: Toughness, Weapon Finesse, Weapon Focus (Bite), Weapon Focus (Claws), Multiattack, Iron Will, Blind-Fight, Improved Iron Will

Tricks Known9: Attack (including undead & aberrations), Defend, Down, Guard, Heel, Sneak, Stay, and six more.

Equipment:
● Feather Fall Talisman
+1, Shadowed Studded Leather Barding
● Amulet of Mighty Fists (+1) (Crafted by Isidro Velazquez-Cardona)
● Cloak10 of Resistance +4 (Crafted by Isidro Velazquez-Cardona, improved commercially)
● Belt of Incredible Dexterity (+2) (Crafted by Isidro Velazquez-Cardona)
● Talisman of the Mage11

Carrying Capacity:
Light load: up to 229,5 pounds (104,1 kg)
Medium load: 230 to 459 pounds (208,1 kg)
Heavy load: 460 to 690 pounds (312,9 kg)
Lift off Ground: 1'380 pounds (625,9 kg)
Drag: 3'450 pounds (1'564,9 kg)

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