Captain-Krunkmier
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Captian Krunkmier
Male Half-Orc Ranger 4 / Rogue 3 / Dread-Pirate 5
True Neutral
Representing ELD_NPC
Total Hit Points: 96
Speed: 30 feet
Armor Class: 17 = 10 + 3 [studded] + 1 [buckler] + 3 [dexterity]
- Touch AC: 13
- Flat-footed: 14
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.
Languages:
Aquan Common Orc Other Language 1 (? 3 more)
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
Net [--, 10 ft., 6 lb., --]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]
Buckler [ + 1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]
Feats:
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 1 ranks in Linguistics.
First-level Ranger spells: 3 (2 + 1) per day
Second-level Ranger spells: 2 (1 + 1) per day
Favored class points: Hit points +2; Skill points +2
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Orc
- This half-orc chose +2 to dexterity (already included)
- Darkvision (see 60 feet in pitch-dark)
- +2 on intimidate (already included)
- Orc Ferocity -- if brought below 0 hp, fight for 1 round anyway
- All orcs know greataxes and falchions
Ranger
- Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
- Favored terrains. Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks.
- Bonus to tracking
- Combat Style
- Endurance
- Wild empathy (roll level + charisma bonus)
- Endurance (level 3)
- Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)
- Woodland Stride (level 7)
- Swift Tracker (level 8)
- Evasion (level 9)
- Quarry (level 11)
- Camouflage (level 12)
- Improved Evasion (level 16)
- Hide in Plain Sight (level 17) -- any favored terrain
- Improved quarry (level 19) -- any favored terrain
- Master Hunter (level 20) -- lethal attacks, superior tracking
- High wisdom gains bonus spells daily
- Concentration check: d20 + rangre level + wisdom modifier vs. DC
Favored Enemies:
- Humanoids (aquatic) + 2
Favored Terrains:
- water + 2
Rogue
- Sneak Attack +2d6
- Trapfinding -- add half of rogue level to find traps, minimum +1
- Evasion (level 2) -- no damage on a successful reflex save
- Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
- Trap sense (level 3) -- armor class and reflex bonuses against traps
- Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
- Improved Uncanny Dodge (level 8) -- cannot be flanked
- Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.
Dread-Pirate
- Hit dice d8
- Average increase in attack bonuses
- Slow increase in fortitude saves
- Slow increase in reflex saves
- Fast increase in will saves
- Base 6 skill points per level
- Three bonus feats
- Additional ranger spell levels: 5
- More:
This ranger chose the two-weapon combat track.
Captian Krunkmier's Equipment:
- 51 lb
- 1 lb
- 25 lb
- 1 lb
- 1 lb
- 5 lb
- 1 lb
- _____
- 85 lb
- Weapons / Armor / Shield (from above)
- Crossbow bolts (quiver of 10) x1
- Chest
- Mirror
- Spyglass
- Artisan tools
- Thieves' tools
- Total
- Also...
- http://alcyius.com/dndtools/classes/dread-pirate/index.html
More about Captian Krunkmier:
- pirate ship captain
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