Riki d'Smyth
Hit Points (20?) 3d10+?
Base A. Bonus +3
Melee Attack +(3+str)
Ranged Attack +(3+dex)
Maneuvers +
Armor Class +
Touch AC +
Flat-footed +
Maneuvers +

ABILITY trait mod
Strength 1# +
Dexterity 1# +
Constitution 1# +
Intelligence 1# +
Wisdom 1# +
Charisma 1# +
Fortitude +(3+con)
Reflex +(3+dex)
Will +(1+wis)
SKILL Roll Calculating
Intimidate +(2)? cha # + race 2
xxx + str # + rank # + class # + race #
xxx + dex # + rank # + class # + race #
xxx + con # + rank # + class # + race #
xxx + int # + rank # + class # + race #
xxx + wis # + rank # + class # + race #
xxx + cha # + rank # + class # + race #

(has (6+int mod)x3 skill points to spend)

Nature: Player Character
Player: Hilde Austlid
User: HildeAHildeA

Race: Half-orc
Origins: ???
Residence: ???

Class: Ranger 3
Alignment: ???
Religion: Greensinger (som, hvis jeg har forstått det riktig, er en litt hippie-aktig treehugger, glad i fairies og skeptisk til konstruerte folk som warforged, golemer etc.)

Membership: House Tharashk
Dragonmark: Least Finding


Gender: Kvinne
Oher traits:



Racial Abilities

Proficiencies: ●Greataxe & ●falchion. ●Treat arms with “orc” in the name as ''martial'' weapons.

Darkvision: Can see in the dark up to 60 feet.

Intimidating: Get +2 racial bonus to Intimidate skill checks, due to their fearsome nature.

Gatecrasher: Get +2 racial bonus to:
●Strength checks to break objects.
●The "Sunder" Combat Maneuver check.

Orc Ferocity:
●When brought below 0 HP but not killed, they can fight on for +1 more round as if disabled.
●At end of their next turn, unless brought to HP>0,fall unconscious & begin dying.
●Can do this once per day, +1 additional time per Con bonus (if any).

Orc Blood: Count as both humans and orcs for any effect related to race.
Languages: Common, Orcish


Class Abilities

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

1.Track: Adds 1/2 ranger level (min +1) to Survival skill checks to follow or identify tracks.

1.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 bonus.
●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.

1.Favored Enemy: Player selects 1 creature type from the ranger's "favored enemies" table.
●Gets a +2 bonus on Bluff, Knowledge, Perception, Sense Motive & Survival checks against such creatures.
●Likewise, they get a +2 bonus on weapon attack and damage rolls against them.
●Can make Knowledge skill checks untrained when trying to identify these creatures.
●If choosing "humanoids" or "outsiders" as a favored enemy,
you must also choose an associated subtype (f.ex. "hobbit" or "angel").

2.Combat Style: Player selects 1 of the listed "ranger combat styles" to follow
●Gets to select 1 bonus feat chosen from that style's list of available feats
●Benefits of the style feats apply only when character wears light, medium, or no armor.

3.Favored Terrain: Player selects 1 type of terrain from the "Favored Terrains" table.
●Gets a +2 bonus on initiative checks & Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain.
●If traveling through favored terrain, they normally leave no trail & can't be tracked (though they may leave a trail if they so choose).

3.Endurance: Gains "Endurance" as a bonus feat



Least Dragonmark (Finding): Get +2 on Survival & 1 spell-like ability.
2.Locate Object: (1/day) Senses direction toward object (specific or type)

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''.

(Ranger Combat Style bonus feat):

(level 3 feat):



xxx: weapon. Dmg: . Crit: x#
xxx: weapon. Dmg: . Crit: x#. Range: feet.

Wealth: 3'000 gp

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