Hello guys, finally had some time to finish my guy (it's been a copule crazy weeks at the office).
Kuroi Hane
Male Tengu Ranger (Urban)
Stats
STR 12
DEX 18
CON 10
INT 16
WIS 17
CHA 11
Init +4
Defense
AC 19 Flat 15 Touch 14 (mithral kikko armor)
HP: 33
Saving Throws: Fort +5: Ref +9: Will: +6
CMD: 21
Offense
Speed:30
Melee: +7/+2
Ranged: +10/+5
CMB +7
+1 Undead Bane Adaptive Composite Longbow.
ATT +12/+7 (+13/+8 under 30ft) (crit x3)
DAM 1d8+2 (1d8+3 under 30ft)
Undead Bane: +2 to attack +2d6 damage against undead.
Adaptive: +1 damage (STR bonus)
Alchemical Silver katana
ATT +7/+2 (18-20x2)
DAM 1d8+1
Silver: -1 dam, bypasses damage reduction on some criatures such as lycantropes.
Masterwork Silver dagger
ATT +8/+3 (19-20x2)
DAM 1d4+1
Silver: -1 dam, bypasses damage reduction on some criatures such as lycantropes.
Natural Attacks (1 Bite, 2 Claws)
Bite (primary)
ATT +7 (x2)
DAM 1d3+1
Bite (secondary)
ATT +2 (x2)
DAM 1d3+1
Claw
ATT +7/+7 (18-20x2)
DAM 1d3+1
Special:
Favored enemy Undead: +4 to attack and damage against undead
Favored enemy Necromancers: +2 to attack and damage against necromancers
Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Precise Shot (Ranger) Your ranged attacks ignore the AC bonus granted to targets by anythingthan total cover, and the miss chance granted to targets by anything less than total concealment.
Manyshot (Ranger) When making a full-attack action with a bow, your first attack fires two arrows. If attack hits, both arrows hit. Apply precision-based damage (such as sneak attack)critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Traits
Magical Knack (Ranger):Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Undead Slayer (Pharasma): You gain a +1 trait bonus on weapon damage against undead.
Special Attacks
Favored enemy (Undead): You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored enemy (necromancer): +2
Special Qualities
Animal Companion (see below)
Combat Style (Bow)
Favored Community (to determine)
Second Favored Community (to determine)
Glide (Tengu-alternate): Make DC 15 Fly check to fall safely any distance; make additional DC 15 Fly check to move 5 ft. laterally for every 20 ft. fallen.
Low-Light Vision (Tengu): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as can during the day.
Natural Attack (Tengu): You have a 1d3 bite attack.
Sneaky (Tengu): +2 racial bonus on Perception and Stealth.
Claws (Tengu): You have two 1d3 bite attacks.
Track (Ranger): You gain +3 to Survival checks made to follow tracks.
Trapfinding (Ranger):At 3rd level, an urban ranger can find and disable traps, as the rogue class featurethe same name. This ability replaces endurance. You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person.
Skills
Acrobatics 7
Appraise 3
Bluff 0
Climb 8
Craft 3
Diplomacy 0
Disable Device 16
Disguise 0
Escape Artist 8
Fly 8
Handle Animal 3
Heal 8
Intimidate 5
Perception 14
Perception (Trapfinding) 17
Perform 0
Ride 10
Sense Motive 3
Stealth 15
Survival 12
Survival (track) 15
Swim 8
Equipment
Potion of Cure Light Wounds
Potion of Cure Moderate wounds
Silk Rope and Hook
128 gp
Prepared Spells
Gravity Bow x2
Companion Bird
Nevermore
Small Animal
Hit Dice: (3d8)+3 (15)
Initiative:+3
Speed:10 ft. (2 squares) , Fly 80 ft. ,
Armor Class:17 ( +1 size, +3 Dex, +3 natural, ) touch 14, flatfooted 14
Base Attack/CMB/CMD:+2; +1 ; 14
Full Attack:Bite +3 melee (1d4);Talons+3/+3melee(1d4);
Attack:Bite +3 melee (1d4);Talons+3melee(1d4);
Face/Reach:5 ft./5 ft.
Special Qualities: Bonus Tricks , Evasion (Ex), Link (Ex), Low-Light Vision (Ex), Share Spells (Ex), Share favored enemy bonuses.
Vision:Low-Light Vision,
Saves:Fort: +4, Ref: +6, Will: +3
Abilities:Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Skills: Acrobatics +3; Escape Artist +3; Fly +5; Intimidate -2; Perception +2; Stealth +7; Survival +2;
Last edited May 6, 2016 3:10 pm