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Auor Anealimon
Auor Anealimon
None
REGION
Chaotic Good
ALIGNMENT
Ranger 3
CLASS
Elf
RACE
Medium
SIZE
6' 2"
HEIGHT EYES
SUBDUAL DAMAGE
130 lbs.
WEIGHT HAIR
DAMAGE REDUCTION
Low-Light
VISION
3
Character Level
ABILITY NAME
5000 / 9000
EXP / NEXT LEVEL
ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE PENALTY
137
AGE
Male
GENDER
WOUNDS/CURRENT HP
55
POINTS SPEED
STR
Strength Dexterity
13
+1 +5 +2 +5 +2 +1
TOTAL
BASE SAVE ABILITY MAGIC
HP
hit points
32 19
TOTAL :
Walk 30 ft.
DEX 20 CON 14
Constitution
AC
armor class
14
FLAT
15
TOUCH
10 + 4
BASE ARMOR BONUS
0
SHIELD BONUS
5
STAT
0
SIZE
0
NATURAL ARMOR
0
DEFLECTION
0
DODGE
0
MISC
15 +0
MISS ARCANE ARMOR CHANCE SPELL CHECK FAILURE PENALTY
0
SPELL RESIST
INT
Intelligence
20 14
INITIATIVE
modifier
+9
TOTAL
+5
DEX MODIFIER
+4
MISC MODIFIER
TOTAL SKILLPOINTS: 33
SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER
SKILL NAME
WIS
Wisdom Charisma
BASE ATTACK
bonus
+3
TEMP Conditional Modifiers +2 vs. enchantment spells and effects
CHA 13
SAVING THROWS
MISC
EPIC
FORTITUDE
(constitution)
+5 +8 +3
+4 +8 +4
= = =
+3 +3 +1
+ + +
+2 +5 +2
+ + +
+0 +0 +0
+3 +3 +3
+ + +
+0 +0 +0
+ + +
+0 +0 +0
STAT
+ + +
SIZE MISC EPIC TEMP
REFLEX
(dexterity)
WILL
(wisdom)
TOTAL
MELEE
attack bonus
= = =
TRIP
+ + +
DISARM
+1 +5 +1
+ + +
+0 +0 +0
+ + +
+0 +0 +0
+ + +
+0 +0
+ + +
RANGED
attack bonus
CMB
attack bonus GRAPPLE
SUNDER
BULL RUSHOVERRUN
Offense Defense
+4
+4
+4
+4
+4 +4 19 19
REACH
19
19
19
HAND TYPE SIZE
19
CRITICAL
*Longbow +1 (Composite)
30 ft. 110 ft. 220 ft.
Both +8 1d8+1
HAND
P
330 ft.
20/x3
440 ft.
5 ft.
TH Dam
+11 1d8+2
+10 1d8+1
+6 1d8+1
TYPE SIZE
+4 1d8+1
CRITICAL REACH
Acrobatics Appraise Bluff Climb Craft (Untrained) Diplomacy Disguise Escape Artist Fly Handle Animal Heal Intimidate Knowledge (Dungeoneering) Knowledge (Geography) Knowledge (Nature) Perception Perform (Untrained) Ride Sense Motive Spellcraft Stealth Survival Survival (Follow or identify tracks) Swim
DEX INT CHA STR INT CHA CHA DEX DEX CHA WIS CHA INT INT INT WIS CHA DEX WIS INT DEX WIS WIS STR
5 5 1 1 5 1 1 5 5 7 8 7 11 11 11 10 1 11 2 11 11 8 9 1
= = = = = = = = = = = = = = = = = = = = = = = =
5 5 1 1 5 1 1 5 5 1 2 1 5 5 5 2 1 5 2 5 5 2 2 1
+ + + + + + + + + + + +
3 3 3 3 3 3 3 3 3 3 3 [3]
+ + + + + + + + + + + + + +
3 3 3 3 3 3 5 3 3 3 3 4
Special Properties
Rapier +1
TOTAL ATTACK BONUS
Carried
M
DAMAGE
18-20/x2
5 ft.
+5
Special Properties
1d6+2
*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Studded Leather +1
Light
+4
+5
+0
15
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Sep 27, 2011 at 2:52:02 PM
Page 1
EQUIPMENT
ITEM
Feats
QTY WT 1 0.15 1 2 1 1 1 1 0.15 0.15 (0.3) 3.0 8.0 2.0 20.0 25.9 lbs. COST 0.05 0.05 0.05 (0.1) 2400.0 0.0 2320.0 1175.0 5895.2 gp Improved Initiative You get a +4 bonus on initiative checks. Weapon Focus (Longbow) [Paizo Publishing - Core Rulebook, p.127]
Arrow
t
Arrow
t
Arrow
tt
Longbow +1 (Composite)
0 lbs.
WEIGHT ALLOWANCE
Light 50 Lift over head 150 Medium 100 Lift off ground 300 Heavy 150 Push / Drag 750
LANGUAGES
Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc
Special Attacks
Eternal Grudge (Ex) [Paizo Publishing LLC Advanced Player's Guide, p.13] Elves with this racial trait grew up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes due to special training against these hated foes. Favored Enemy (Humanoid (Goblinoid)) (Ex) [Paizo Publishing - Core Rulebook, p.64] You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
[Paizo Publishing - Core Rulebook, p.136] You gain a +1 bonus on all attack rolls you make using the selected weapon. Armor Proficiency, Light [Paizo Publishing - Core Rulebook, p.118] 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 [Paizo Publishing - Core Rulebook, p.118] 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. Endurance [Paizo Publishing - Core Rulebook, p.112] You gain a +4 bonus on the following checks and 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 hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Martial Weapon Proficiency Output [Paizo Publishing - Core Rulebook, p.130] You make attack rolls with all your martial weapons normally (without the non-proficient penalty). Shield Proficiency [Paizo Publishing - Core Rulebook, p.133] When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. Simple Weapon Proficiency [Paizo Publishing - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty. Point-Blank Shot (Granted) [Paizo Publishing - Core Rulebook, p.131] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
PROFICIENCIES
Axe (Throwing), Bardiche, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Cestus, Chakram, Club, Crossbow (Heavy), Crossbow (Light), Curve Blade (Elven), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Pilum, Quarterstaff, Ranseur, Rapier, Rock, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Stake, Starknife, Sword (Bastard), Sword (Short), Sword Cane, Trident, Unarmed Strike, Waraxe (Dwarven), Warhammer
Special Qualities
Elven Immunities (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Favored Terrain (Forest) (Ex) [Paizo Publishing - Core Rulebook, p.65] You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked. Keen Senses (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves receive a +2 bonus on Perception skill checks. Track (Ex) [Paizo Publishing - Core Rulebook, p.64] You gain +1 to Survival checks made to follow or identify tracks. Weapon Familiarity (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Wild Empathy (Ex) [Paizo Publishing - Core Rulebook, p.50/64] You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
TEMPLATES
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Sep 27, 2011 at 2:52:02 PM
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