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Nazad the rebel Neutral

Character Name Alignment Player

Ranger (8) Not set Not set


Character Level Deity Homeland Campaign

Hobgoblin Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
64 Movement
STR
Strength
18 +4 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
17 +3 19 +4
Wounds / Current HP

CON 12 +1 Initative 8 4 4 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 3 =DEX 4 +0 + -1
WIS 18 +4
Wisdom Power 1 Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
10 +0 Power 2
Bluff 0 =CHA 0 +0 +0
x Climb 15 =STR 4 +8 +3
AC
Armor Class
23 =10+ 7 + 0 + 4 + 0 + 0 + 1 + 1
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 16 Flat Footed AC 18
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 8 =CHA 0 +8 +0
FortitudeConstitution
8 = 6 + 1 + 1 + 0 + Disable Device* =DEX + +
Disguise 0 =CHA 0 +0 +0
Reflex 11 = 6 + 4 + 1 + 0 +
Dexterity
Escape Artist 11 =DEX 4 +8 + -1

Will 7 = 2 + 4 + 1 + 0 +
Fly 3 =DEX 4 +0 + -1
Wisdom
x Handle Animal* =CHA + +
Spell Energy x Heal 4 =WIS 4 +0 +0
B.A.B. 8 Resistance Resistance
x Intimidate 0 =CHA 0 +0 +0
CMB 12 = 8 + 4 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 28 =10+ 8 + 4 + 4 + 0 + 2 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Scimitar +2 Heartseeker (Mainhand) Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature) 11 =INT 0 +8 +3
18-20/x2 S Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+13/+8 1d6+6
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
Scimitar +1 (Offhand) x Lore* =INT + +
Critical Type Range Ammo x Perception 15 =WIS 4 +8 +3
18-20/x2 S Perform (a) 0 =CHA 0 +0 +0
Attack Damage
Perform (b) 0 =CHA 0 +0 +0
+10/+5 1d6+3 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 3 =DEX 4 +0 + -1
Critical Type Range Ammo Sense Motive 4 =WIS 4 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
x Stealth 7 =DEX 4 +0 +3

Weapon
x Survival 15 =WIS 4 +8 +3
x Swim 3 =STR 4 +0 + -1

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Mithral Agile breastplate +1 7 Armor -1 15% 12 lbs.

Totals 7 -1 15% 12 lbs.

Feats Combat Styles Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Two-Weapon Combat


Armor Proficiency, Medium Favored Enemies
Headband Qty. lbs.

Dodge Aberration
Endurance Magical beast
Improved Initiative Favored Terrains Eyes Qty. lbs.

Improved Two-Weapon Fighting Forest (coniferous and deciduous)


Power Attack Underground (caves and dungeons)
Shoulders Qty. lbs.
Shield Proficiency Other Specials
Two-Weapon Fighting Endurance Cloak of resistance +1 1
Weapon Focus: Scimitar Maximum Favored Enemy Bonus: +4
Neck Qty. lbs.
Weapon Proficiency, Martial(all) Maximum Favored Terrain Bonus: +4
Weapon Proficiency, Simple Swift Tracker
Track Chest Qty. lbs.

Wild Empathy
Woodland Stride
Body Qty. lbs.

Belt Qty. lbs.

Belt of incredible dexterity +2 1

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Kyton Ring 1

Ring of Protection +1 1

Play Notes

Racial Traits

Darkvision
Goblinoid
Sneaky

Background Traits

Light 100 lbs. or less Lift Over 300 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 101-200 lbs. Lift Off 600 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
201-300 lbs. Drag or
Push
1500 lbs. CP 0 75.000 (Medium Progression)
Ranger Spell Book

Spell Level 1 2 3 4

Spells per day (adjusted) 1 (2) 1 (2) - -

Prepared Spells
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Aspect of the Nightingale Transmutation 1 minute/level; 1 standard personal 15

Endure Elements Abjuration 24 hours; 1 standard touch Will yes 15

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Barkskin Transmutation 10 min./level; 1 standard touch none yes 16

Effortless Armor Transmutation 1 minute/level; 1 standard personal 16


Spell Descriptions (A-Z)
ASPECT OF THE NIGHTINGALE

School: Transmutation (polymorph)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 1
Casting time: 1 standard action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 minute/level;
You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2
competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and
take the more favorable result.
Section 15 Copyright Notice: Pathfinder Adventure Path #50: Night of Frozen Shadows. Copyright 2011, Paizo Publishing, LLC

BARKSKIN

School: Transmutation
Level: druid 2, ranger 2, summoner 2, alchemist 2, shaman 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: living creature touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: yes (harmless)
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement
bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin
stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an
effective natural armor bonus of +0.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

EFFORTLESS ARMOR

School: Transmutation
Level: cleric/oracle 2, inquisitor 2, magus 2, paladin 2, ranger 2, occultist 2, psychic 2
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level;
Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

ENDURE ELEMENTS

School: Abjuration
Level: cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, alchemist 1, summoner 1, bloodrager 1, shaman 1, psychic 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 24 hours;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -
50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't
provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DODGE

Requirements: Dex 13.


You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ENDURANCE

Requirements: None
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED INITIATIVE

Requirements: None
You get a +4 bonus on initiative checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED TWO-WEAPON FIGHTING

Requirements: Dex 17, Two-Weapon Fighting, base attack bonus +6.


In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at
a -5 penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POWER ATTACK

Requirements: Str 13, base attack bonus +1.


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, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD PROFICIENCY

Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

TWO-WEAPON FIGHTING

Requirements: Dex 15.


Your penalties on attack rolls for fighting with two weapons are reduced. the penalty for your primary hand lessens by 2
and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON FOCUS

Requirements: Proficiency with selected weapon, base attack bonus +1.


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
No build notes.

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