"Heidi" Mooskind

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Personal Data

Name: Heidekraut "Heidi" Mosskind
Gender: Female
Race: Human
Class/Level: Ranger (Infiltrator, Skirmisher) 4
Alignment: Neutral
Description/Background: It's hard to believe that a tiny baby could have grown up into a red-haired giantess like Heidi, but she did! Dressed in sensible chainmail and sporting a plethora of weapons, Heidi is a slayer through and through.

TaMJX2L.jpg

Abilities

Strength 20/+5
Dexterity 14/+2
Constitution 14/+2
Intelligence 11/+0
Wisdom 10/+0
Charisma 07/-2

Combat

Senses: Perception +7, Darkvision 60ft.
Init: +4 (+2 Dex +2 trait)
HP: 4d8+3 (35hp)
AC: 18 (Touch 12 Flatfooted 16)
CMB: +9 (+4 BAB +5 Str)
CMD: 21 (base 10 +4 BAB +2 Dex +5 Str)
Fort: +4 class + 2 con = +6
Ref: +4 class + 2 dex = +6
Will: +1 class + 0 wis = +1 (+2 vs charms and compulsions)

Skills

Climb +10 (2 ranks +5 Str +3 trained)
Handle Animal +5 (4 ranks -2 Cha +3 trained)
Knowledge (dungeoneering) +5 (2 ranks +0 Int +3 trained)
Knowledge (geography) +5 (2 ranks +0 Int +3 trained)
Knowledge (nature) +5 (2 ranks +0 Int +3 trained)
Perception +7 (4 ranks +0 Wis +3 trained)
Ride +9 (4 ranks +2 Dex +3 trained)
Stealth +9 (4 ranks +2 Dex +3 trained)
Survival +9 (4 ranks +0 Wis +3 trained +2 Track)
Swim +10 (2 ranks +5 Str +3 trained)

Feats

Human 1: Power Attack
Level 1: Quick Draw
Ranger 2: Rapid Shot
Ranger 3: Endurance
Level 3: Boon Companion

Traits

Birthmark: Counts as divine focus and grants +2 vs charms and compulsions.
Reactionary: +2 Initiative

Class Features

Weapon/Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets 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.

Heidi has Animals as a Favored Enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Combat Style Feat:" At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.

If Core Rules only: archery or two-weapon combat. If Advanced Player's Guide allowed: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield). The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Heidi is taking the Archery combat style.

Adaptation (Ex)

At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

Heidi is choosing darkvision 60ft. from the Animals list.

Hunter's Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

Heidi has chosen a wolf as a companion.

Racial Features

Type: Humanoid (Human)
Size: Medium
Speed: 30 feet
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Animal Companion

Gear

+2 Greatsword (8 lbs.) +11 melee, 2d6+9 S, 19-20/x2
Composite Longbow (+4 SB) +6 ranged (110 ft.), 1d8+4 P, 20/x3 Chakram x5 (5 gp, 5 lbs.) +6 ranged (30ft.) 1d8+5 S, 20/x2
Sling (-,-) +4 ranged (50ft.) 1d4+4 B, 20/x2

Breastplate (200 gp, 30 lbs.)
Ranger's kit (9 gp, 28 lbs.)
- backpack
- bedroll
- belt pouch
- flint and steel
- iron pot
- mess kit
- rope
- torches (10)
- trail rations (5 days)
- waterskin


264/300 gp spent
71/133 lbs. (light load)