The Forces of SkullReach
An A.N.G.E.L female. Also a ranger but that's irrelevant.
Level: 14 * Total XP:* 80000
Strength: 20 | Plus 5
Constitution: 17 | Plus 4
Dexterity: 30 | Plus 15
Intelligence: 17 | Plus 4
Wisdom: 20 | Plus 5
Charisma: 16| Plus 3
Max HP: 34
Surge Value: 12
AC Total: 14
Atk bonus R Hand: Plus 10
Atk bonus L Hand: Plus 10
R Hand: Ebony Katana 1d8
L Hand: Steel Gauntlet 1d6
Birth Right: Blessing from Aquila/Eagles Splendour, plus 4 to all CHARISMA rolls.
Iai/Quickdraw: a swift slash moving at 2x the speed of a regular attack, +2 damage, DEX based. 2 turn cooldown.
Bloodthirst: usable in and out of combat, CHARISMA based, if performed correctly grants the player +3 to attack/speech rolls on target(s). 2x per fight, minor action.
Blackwing: can hit multiple targets or a single target multiple times , before attacking applies bloodthirst to all targets, Number of targets/hits= 1d6, damage=1d8. 1x per fight.
Volley: fire 3 arrows at once, DEX based, 1d6 each arrow.
Favoured Enemy: Animal, Human, Dwarves
Track: Ability to track someone or something based on it’s footprints.
Wild Empathy: D20 to see if he/she can improve the attitude of an animal.
Combat Style: Proficiency in choice of weapons.
Improved Combat Style: Better Proficiency in choice of weapons.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved Grab (Ex): To use this ability, a panther must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a panther charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +7 melee, damage 2d4 plus 4.
Skills: Panthers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth as well as in forested or dark areas, the Hide bonus improves to +8.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Climb (STR), Concentration (CON), Craft (INT), Handle Animal (CHA), Heal (WIS), Hide (DEX), Jump (STR), Knowledge (dungeoneering) (INT), Knowledge (geography) (INT), Knowledge (nature) (INT), Listen (WIS), Move Silently (DEX), Profession (WIS), Ride (DEX), Search (INT), Spot (WIS), Survival (WIS), Swim (STR), Use Rope (DEX), Knowledge (Herbalism/Drugs of Ardania) (INT).
Common, Sylvan, Draconic
Right Hand: Ebony Katana
Left Hand: Steel Gauntlet
Armor: Studded Leather
Feet: Leather Boots
Hands: Cloth Wraps
Head: Cloth Hood
Waist: Leather Buckle-strap Belt
3 Sun Sticks