Ezdrazvacro Gelliora - Erben der Drachenburg

Ezdrazvacro Gelliora
Player: Sven
Male human (Varisian) ranger (infiltrator) 9 - CR 8
True Neutral Humanoid (Human); Deity: Pharasma; Age:
19; Height: 5' 4"; Weight: 140lb.; Eyes: silvery grey ; Hair:
black; Skin: bronze
Ability
Score
Modifier
14
+2
20/22
+5/+6
14
+2
10
0
14
+2
10
0
STR
STRENGTH
DEX
DEXTERITY
CON
CONSTITUTION
INT
INTELLIGENCE
WIS
WISDOM
CHA
CHARISMA
Saving Throw
Total
FORTITUDE
+8 =
(CONSTITUTION)
Base
Ability
+6
+2
REFLEX
+12 =
+6
+6
WILL
+5 =
+3
+2
(DEXTERITY)
(WISDOM)
Total
AC
23
Touch AC
Armor Shield Dex
=
10
CM Bonus
+5
17
28
Misc
Temp
Notes
Size Natur Deflec Dodge Misc
+6
+1
+1
Flat-Footed AC
+11 =
CM Defense
Resist
Temporary
17
BAB
Strength
Size
Misc
+9
+2
-
-
= 10
BAB
Strength
Dexterity
Size
+9
+2
+6
-
29 vs. Trip
Base Attack
+9
Initiative
+6
Speed
30 ft
HP
95
Damage / Current HP
Dagger
Main hand: +11/+6, 1d4+2
Ranged: +12/+7, 1d4+8
Crit: 19-20/×2
Rng: 10'
Light, P/S
Ezdra's Bow
Ranged, both hands: +14/+9, 1d8+9
Crit: ×3
Rng: 110'
2-hand, P
Mithral (Silver) Dagger +1
Main hand: +12/+7, 1d4+3
Ranged: +13/+8, 1d4+9
Crit: 19-20/×2
Rng: 10'
Light, P/S
Skill Name
Total
+15
+0
+0
+12
+10
+0
+11
+0
+6
+6
+9
+8
+4
Knowledge (dungeoneering)
+4
Knowledge (geography)
+4
Knowledge (history) +2
Knowledge (local)
+3
Knowledge (nature)
+4
Knowledge (nobility) +1
Knowledge (religion) +5
Linguistics
+1
Perception
+13
Profession (scribe)
+6
Ride
+10
Sense Motive
+2
Stealth
+15
Survival
+13
Swim
+11
Acrobatics
Appraise
Bluff
Climb
Craft (bows)
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Ability
Ranks
DEX (6)
8
7
5
3
6
1
1
1
1
1
2
1
1
1
1
8
1
1
6
8
1
INT (0)
CHA (0)
STR (2)
INT (0)
CHA (0)
DEX (6)
CHA (0)
DEX (6)
DEX (6)
CHA (0)
WIS (2)
CHA (0)
INT (0)
INT (0)
INT (0)
INT (0)
INT (0)
INT (0)
INT (0)
INT (0)
WIS (2)
WIS (2)
DEX (6)
WIS (2)
DEX (6)
WIS (2)
STR (2)
Throwing axe
Main hand: +11/+6, 1d6+2
Ranged: +12/+7, 1d6+8
Crit: ×2
Rng: 10'
Light, S
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Temp
Feats
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.
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.
Deadly Aim -3/+6
Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance
+4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no
fatigue.
Improved Precise Shot
Ignore AC bonuses and miss chance from anything less than total
cover/concealment.
Manyshot
You can shoot two arrows as the first attack of a full attack action.
Martial Weapon Proficiency - All
You are proficient with all Martial weapons.
Point-Blank Shot
+1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot
You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot
You get an extra attack with ranged weapons. Each attack is at -2.
Shield Proficiency
You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All
Proficient with all simple weapons.
Snap Shot (Combat)
While wielding a ranged weapon with which you have Weapon Focus, you
threaten squares within 5 feet of you.
Weapon Focus (Longbow)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Traits
Little Favored Enemy - Construct
Favored Enemy bonus +1 vs. constructs
Log Roller (forest)
+1 to Acrobatics, +1 CMD vs. Trip.
Subject of Study (Abberations)
Professor Lorrimor approached you as part of his studies, as he had heard that
you had survived a recent encounter with a strange monster or had another
fateful encounter. Interested in the conditions of the run-in and the means by
which you avoided death or injury, he met with you and maintained frequent
Undead
Slayer
correspondence
until several months ago. The scars of your experience and his
+1
weapon
damage of
vs.the
undead.
continual
reminders
encounter prompted you to hone your skills lest you
someday face the same type of creature again. The professor assisted you in this
endeavor, providing you
withmithral
insight into chain
the anatomy
and defenses of the
+1
shirt
creature that attacked you.
+5
Max Dex: +6, Armor Check: -
Years of study have improved your combat effectiveness against your chosen foe.
Fail:
Light
Choose a non-humanoid creature type (and subtype ifSpell
outsider).
You 10%,
gain a +1
bonus on damage rolls against creatures of this type. See the ranger favored
enemy suggestions for a list of creature types most likely to appear in this
campaign.
Gear
Total Weight Carried: 44/175 lbs, Encumberance
Ignored
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Experience & Wealth
Experience Points: 76000/105000
Current Cash: You have no money!
Gear
Total Weight Carried: 44/175 lbs,
Encumberance Ignored
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175
lbs)
Backpack (86 @ 32.5 lbs) <In: Dropped to ground 2 lbs
(2 @ 54.5
lbs)>
Bedroll
<In:
Backpack (86 @ 32.5 lbs)>
5 lbs
Belt of incredible dexterity +2
1 lb
Belt pouch (12 @ 2 lbs)
0.5 lbs
Bloodblock x2 <In: Belt pouch (12 @ 2 lbs)>
Blunt arrow, Adamant x10
0.15 lbs
Blunt arrow, Cold Iron x10
0.15 lbs
Blunt arrow, Silver x10
0.15 lbs
Blunt arrows x30 <In: Backpack (86 @ 32.5
0.15 lbs
lbs)> arrows x10
Blunt
0.15 lbs
Bracers of armor +2
1 lb
Chalk x3 <In: Backpack (86 @ 32.5 lbs)>
Dagger x2
1 lb
Explorer's outfit (Free)
Ezdra's Bow
3 lbs
Flint and steel <In: Backpack (86 @ 32.5 lbs)>
Healer's kit <In: Backpack (86 @ 32.5 lbs)>
1 lb
Holy water <In: Belt pouch (12 @ 2 lbs)>
1 lb
Mithral (Silver) Dagger +1
0.5 lbs
Nushadir <In: Backpack (86 @ 32.5 lbs)>
1 lb
Potion of cure light wounds <In: Belt pouch (12 @ 2
lbs)> of cure moderate wounds x3
Potion
Potion of cure serious wounds
Potion of restoration, lesser
Ring of protection +1
Ring of swimming
Silk rope <In: Backpack (86 @ 32.5 lbs)>
5 lbs
Smelling salts <In: Belt pouch (12 @ 2 lbs)>
Tent, small <In: Dropped to ground (2 @ 54.5
20 lbs
lbs)>
Thieves'
tools, masterwork
2 lbs
Throwing axe x2
2 lbs
Thunderstone <In: Belt pouch (12 @ 2 lbs)>
1 lb
Tindertwig x5 <In: Belt pouch (12 @ 2 lbs)>
Torch x4 <In: Backpack (86 @ 32.5 lbs)>
1 lb
Waterskin <In: Backpack (86 @ 32.5 lbs)>
4 lbs
Weapon blanch (cold iron) <In: Backpack (86 @ 0.5 lbs
32.5 lbs)>blanch (silver) <In: Backpack (86 @ 32.5 0.5 lbs
Weapon
lbs)>
Whetstone
<In: Backpack (86 @ 32.5 lbs)>
1 lb
Special Abilities
Adaptation (90 minutes/day) (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
60' This
(Ex)duration does not need to be
+1 mithral chain shirt
12.5 lbs Adaptation:
day per ranger Darkvision
level he possesses.
At
3rd level, an
learns
to copy the
unusual abilities
of his prey.
consecutive,
butinfiltrator
it must be
usedhow
in 10-minute
increments.
If the adaptation
Amulet of natural armor +1
He chooses
type
creature
he specific
has selected
a favored
enemy,
such
requires
the one
ranger
to of
make
a more
choiceas(such
as what
skill to
use
Antitoxin <In: Belt pouch (12 @ 2 lbs)>
as “aberrations.”
one ability
or feat from
the adaptation list
with
Skill Focus), The
this ranger
choice selects
is permanent
and cannot
be changed.
for that type (see below). A ranger can use adaptations for 10 minutes per
Arrow, Adamant x10
0.15 lbs Adaptation:
Iron
Will
(Ex) This
+2chooses
day8th,
per13th,
ranger
level
he
possesses.
durationanother
does not need
to be
At
and
15th-level,
the how
ranger
of his
At
3rd level,
an
infiltrator
learns
tominute
copy the
unusual one
abilities
of favored
his prey.
Arrow, Cold Iron x10
0.15 lbs
consecutive,
but
itselects
must be
used
in 10
If the
adaptation
enemy
types
and
one
adaptation
from increments.
thatas
type’s
list,
asenemy,
well assuch
an
He
chooses
one
type
of
creature
he
has
selected
a
favored
requires the
ranger tofrom
makeany
a more
specific
choice (such
as what
skill to use
Arrow, Silver x10
0.15 lbs
additional
adaptation
one
list
of
a
creature
type
he’s
selected
as
“aberrations.”
The
ranger
selects
one
ability
or
feat
from
the
adaptation
list
with Skill Focus),
is permanent
andThe
cannot
be changed.
(including
the(see
onethis
justchoice
chosen,
if socan
desired).
infiltrator
canminutes
only use
one
Arrows x30 <In: Backpack (86 @ 32.5 lbs)>
0.15 lbs
for that type
below).
A ranger
use adaptations
for 10
per
adaptation
at
a
time.
This
class
ability
replaces
favored
terrain.
The
ranger
day
per13th,
ranger
level
he possesses.
Thischooses
durationanother
does not
need
to be
Arrows x10 <In: Backpack (86 @ 32.5 lbs)>
0.15 lbs
At 8th,
and
15th-level,
the
ranger
one
of
his
favored
can
use the camouflage
andused
hide
plain
sight class features
whenever
he is
consecutive,
must be
inin10
minute
If the
enemyadaptations.
types but
anditselects
one adaptation
from increments.
that type’s list,
as adaptation
well as an
Artisan's tools, masterwork (Craft [bows])
5 lbs
using
requires
the
ranger
to
make
a
more
specific
choice
(such
as
what
skill
to
additional adaptation from any one list of a creature type he’s selected use
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology,
Free
at is
http://www.wolflair.com
with
SkillInc.
Focus),
this
permanent
andThe
cannot
be changed.
(including
the
onedownload
justchoice
chosen,
if so desired).
infiltrator
can only use one
Pathfinder® and associated marks and logos are trademarks of Paizo
Publishing,
are
usedability
underreplaces
license. favored terrain.
adaptation
at LLC®,
a time.and
This
class
At 8th, 13th, and 15th-level, the ranger chooses another one of his favored
enemy types and selects one adaptation from that type’s list, as well as an
additional adaptation from any one list of a creature type he’s selected
(including the one just chosen, if so desired). The infiltrator can only use one
adaptation at a time. This class ability replaces favored terrain.
Special Abilities
Adaptation: Skill Focus (Stealth) (Ex) +3
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
Animal
Companion
(Ex) does not need to be consecutive, but it
ranger level
he possesses.Link
This duration
You
handle
animal increments.
companion as
a free
action, or
push itthe
as a
moveto
mustcan
be used
in the
10 minute
If the
adaptation
requires
ranger
action,
you doesn't
have
anyas
ranks
theto
Handle
Animal
Thethis
link
make aeven
moreifspecific
choice
(such
whatinskill
use with
Skill skill.
Focus),
grants
circumstance
bonus be
on changed.
all wild empathy checks and Handle Animal
choice ais+4
permanent
and cannot
checks made regarding an animal companion.
Evasion (Ex)
At
8th, 13th,
rangerallows
chooses
one
of his favored
If exposed
toand
any15th-level,
effect that the
normally
her another
to attempt
a Reflex
saving
enemy
types
selects
one
adaptation
fromwith
thatatype’s
list, assaving
well asthrow.
an
throw for
half and
damage,
you
takes
no damage
successful
additional adaptation from any one list of a creature type he’s selected (including
Favored
Enemy
+2)infiltrator
(Ex) can only use one adaptation at
the one just
chosen, if(Humans
so desired). The
a time.
At
1st level,
This class
a ranger
ability
selects
replaces
a creature
favored
type
terrain.
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
Favored
(Undead
+4) attempting
(Ex)
KnowledgeEnemy
skill checks
untrained when
to identify these creatures.
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,
At 5th level and every five levels thereafter (10th, 15th, and 20th
level),
the and
Survival
checks
against
creatures
of his enemy.
selectedIntype.
Likewise,
he gets
ranger may
select
an additional
favored
addition,
at each
such a +2
bonus
weapon
attack
and
rolls against
A ranger
mayjust
make
interval,on
the
bonus
against
anydamage
one favored
enemy them.
(including
the one
Share
Spells
with
Companion
(Ex)
Knowledge
skilldesired)
checks
untrained by
when
attempting
to identify these creatures.
selected,
if
so
increases
+2.
The druid may cast a spell with a target of "You" on her animal companion (as a
spell
a range
of touch)
instead
of on herself.
A druid
may
cast
spellsthe
on her
At
5thwith
level
and
every
five levels
thereafter
(10th,
and
20th
level),
If
the
ranger
chooses
humanoids
or outsiders
as not
a15th,
favored
enemy,
heofmust
animal
companion
even
if the spells
normally
do
affect creatures
the also
ranger
may
select an
additional
favored
enemy.
In addition,
at each
such
choose
an
associated
subtype,
as
indicated
on
the
table
below.
(Note
that
there
companion's
type (animal).
Spells
cast
in this
way must
come the
from
a class
that
interval,
the bonus
against any
one
favored
enemy
(including
one
just on
are
other
ofcompanion.
humanoid
toThis
choose
from—those
called
specifically
the
Swift
Tracker
(Ex)
grants
an iftypes
animal
ability
does not allow
theout
animal
to share
selected,
so
desired)
increases
by
+2.
table
below
are
merely
the
most
common.)
If
a
specific
creature
falls
into
more
An
8th
level
ranger
or
11th
level
slayer
can
move
at
his
normal
speed
while
abilities that are not spells, even if they function like spells.
than one
category
of favored
ranger's
bonuses
do not stack;
using
Survival
to follow
tracksenemy,
withoutthe
taking
the normal
-5 penalty.
Whenhe
If
the ranger
chooses
humanoids
or outsiders
as a favored
enemy,
simply
uses
bonus
is higher.
moving
at upwhichever
to twice his
normal
speed
while tracking,
he takes
onlyhea must
-10 also
choose
an
associated
subtype,
as
indicated
on
the
table
below.
(Note
that there
penalty instead of the normal -20.
are other
Track
+4types of humanoid to choose from—those called out specifically on the
table
below
are merely
common.)
If a specific
creature
into made
more
A
ranger
or slayer
addsthe
1/2most
his level
(minimum
1) to Survival
skillfalls
checks
than
one tracks.
category of favored enemy, the ranger's bonuses do not stack; he
to
follow
simply uses whichever bonus is higher.
Wild Empathy +9 (Ex)
A character can improve the attitude of an animal. This ability functions just like
a Diplomacy check made to improve the attitude of a person. The character rolls
1d20 and adds her class level and her Charisma modifier to determine the wild
empathy check result.
Tracked Resources
Holy water
Mithral (Silver) Dagger +1
Potion of cure light wounds
Potion of cure moderate wounds
Potion of cure serious wounds
Potion of restoration, lesser
Smelling salts
Throwing axe
Thunderstone
Tindertwig
Torch
Languages
Common
Hallit
Spells & Powers
Ranger (Infiltrator) spells memorized (CL 6th;
concentration +8)
Melee Touch +11/+6 Ranged Touch +12/+7
2nd—chameleon stride APG, eagle eye APG
1st—gravity bow APG (2), residual tracking APG
Companions
Woodland Stride (Ex)
A
character
may move
through
sort of attitude
undergrowth
(such aswhile
natural
thorns,
The
typical domestic
animal
hasany
a starting
of indifferent,
wild
briars,
areas,
and similar terrain) at her normal speed and without
animalsovergrown
are usually
unfriendly.
taking damage or suffering any other impairment.
To use wild empathy, the druid and the animal must be able to study each
Thorns,
briars,
and overgrown
areas
have
magically
manipulated
to
other, which
means
that they must
bethat
within
30been
feet of
one another
under normal
impede
motion,
however,
still affect
conditions.
Generally,
influencing
anher.
animal in this way takes 1 minute but, as
with influencing (90
people,
it might take more
or less time.
Adaptation
minutes/day)
(Ex)
Tracked Resources
A character can also use this ability to influence a magical beast with an
Antitoxin
Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Arrow, Adamant
Thassilonian
Varisian
Bärchen (Animal Companion), Wolf - CL6 - CR 5
STR 15 (+2), DEX 17 (+3), CON 16 (+3), INT 2 (-4), WIS
12 (+1), CHA 6 (-2); Fortitude +8, Reflex +8, Will +3
HP: 61/61; Init: +3; Speed: 50 feet
Attack Bonus: +4; Armor Class: 19 / 13 Tch / 16 Fl
Perception +7, Stealth +7, Survival +3
Bite (Wolf) Melee +4 , 1d6+9, ×2
Special: +4 to Survival when tracking by Scent, Attack Any Target
[Trick], Blind-Fight, Devotion +4 (Ex), Evasion (Ex), Guarding [Trick],
Heel [Trick], Low-Light Vision, Power Attack -2/+4, Scent (Ex), Stay
[Trick], Track [Trick], Trip (Ex)
Arrow, Cold Iron
Arrow, Silver
Arrows
Situational Modifiers
(+20 in Saddlebag)
Bluff
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Arrows
Constitution Check
Bloodblock
Blunt arrow, Adamant
Blunt arrow, Cold Iron
Blunt arrow, Silver
(+20 in Saddlebag)
Dagger
Healer's kit
Fortitude Save
Endurance : +4 vs. hot or cold environments and to resist damage from
suffocation
Knowledge (dungeoneering)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Blunt arrows
Blunt arrows
Endurance : +4 to continue running, vs. nonlethal damage from a forced march,
to avoid nonlethal damage from starvation/thirst, or to hold your breath
Knowledge (geography)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Knowledge (history)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Knowledge (local)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Situational Modifiers
Knowledge (nature)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Knowledge (nobility)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Knowledge (religion)
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Perception
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Sense Motive
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead
Survival
Favored Enemy (Humans +2) : +2 vs. humans, Favored Enemy (Undead +4) :
+4 vs. undead, Track: +4 to track
Swim
Endurance : +4 to resist nonlethal damage from exhaustion
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.