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 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. 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.
© Copyright 2025