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Audolf Bearpuncher by Addotrail

Audolf Bearpuncher

Addotrail

Name:
Audolf Bearpuncher

(Art by MrMech)
(Character belongs to buffskeith01)

Audolf Bearpuncher, Ranger Level 2

Exp: 2000 / Next Level: 5000
Race: Human
Age: 17, Height: 6'7", Weight: 380lb, Hair: Brown, Eyes: Green
Deity: Obad-hai (God of nature, woodlands, and hunting) Alignment: CN
Languages: Common, Elven, Sylvan

ABILITY SCORES
STR: 17 (Mod: +3)
DEX: 18 (Mod: +4)
CON: 20 (Mod: +5)
INT: 15 (Mod: +2)
WIS: 15 (Mod: +2)
CHA: 10 (Mod: +0)

HP: 32 (lv1: 10, lv2: 9,+5/lv, + toughness) (HD: 1d10)
Initiative: 4 (Dex mod: 4, Misc: 0)
Speed: 30 feet

Spell Resistance: -na-
AC: 17 (10 + shield bonus 0 + Dex mod 4 + size mod 0 + armor bonus 2 + misc 1)
Touch: 15 Flat-Footed: 13

Fort Save: 8 (base 3 + Con mod 5 + misc 0)
Ref Save: 7 (base 3 + Dex mod 4 + misc 0)
Will Save: 0 (base 0 + Wis mod 0 + misc 0)

Base Attack Bonus: +2
CMB: 5 (bab 2 + Str mod 3 + size mod 0)
CMD: 19 (bab 2 + Str mod 3 + Dex mod 4 + size mod 0 + 10)

Weapon: Greatsword / Slashing; Attack Bonus +5; 2d6 +3 damage; crit x2 (19-20)
Armor: Leather / Bonus +2; Light Armor; Check Penalty -na-; Spell failure -na-; 15 lbs
Ring of Protection +1 ; +1 deflection bonus to AC

SKILLS (6 + Int Mod / Level)
Climb: 7 (Str mod 3 + 1 Rank + 3 Class Skill)
Handle Animal: 5 (Cha mod 0 + 2 Ranks + 3 Class Skill)
Heal: 6 (Wis mod 2 + 1 Rank + 3 Class Skill)
Intimidate: 5 (Cha mod 0 + 2 Rank + 3 Class Skill)
Perception: 7 (Wis mod 2 + 2 Rank + 3 Class Skill)
Stealth: 9 (Dex mod4 + 2 Rank + 3 Class Skill)
Knowledge: Nature: 6 (Int mod 2 + 1 Rank + 3 Class Skill)
Knowledge: Dungeoneering: 6 (Int mod 2 + 1 Rank + 3 Class Skill)
Survival: 7 (Wis mod 2 + 2 Rank + 3 Class Skill)
Swim: 8 (Str mod 3 + 2 Rank + 3 Class Skill)

FEATS & MORE
Power Attack (Combat Style Feat)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon. (You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.)
Cleave (Feat ~ Human Bonus Feat)
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Toughness (Feat ~ Lv 1)
+3HP, and +1 more HP for every HD beyond 3
Fencer (Trait)
+1 trait bonus on attacks of opportunity when using a blade
Magical Talent (Trait)
Can cast Ray of Frost once per day (at highest caster level / Minimum 1) as a spell like ability: Link
Track (Class Ability) (Ex)
Add 1/2 ranger class level (minimum 1) to all survival checks made to follow tracks.
Wild Empathy (Class Ability) (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.
(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.)

1st Favored Enemy: Giants (Class Ability) (Ex)
Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, gain a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

GEAR & MONEY
Money: 0 pp; 697 gp; 0 sp; 0cp
Carrying Capacity:
Light Load: 86 lbs or less
Medium Load: 87 - 173 lbs
(Max Dex Bonus +3; Check Penalty -3; Speed drops to 20 ft.; Running is x4)
Heavy Load: 174 - 260 lbs (Max Dex Bonus +1; Check Penalty -6; Speed drops to 20 ft.; Running is x3)
(Lift over head: Max Load)
(Lift off ground: Double Max Load, but no Dex Bonus to AC and can only move 5 ft. per turn as a full round action)
(Drag: Generally 5x Max Load, but may double or reduce to less than half depending on conditions)

Gear List
8 lb - Explorer's Outfit
15 lb - Leather Armor
8lb - Greatsword
2 lb - Backpack
2 lb - Satchel
5 lb - Bedroll
3 lb - Blanket
4 lb - Waterskin
10 lb - Hemp Rope (50 ft.)
*10 lb - Torches (x10 ~ 1 lb ea.)
1 lb - Potion of Bull's Strength
Ø lb - Flint & Steel
Ø lb - gold ring of protection +1
6 lb - +1 Light fortification shield
Total Weight: 74 lbs ; Light Load

Character Information

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