Marie Martin (Tournament) Player: Emmett Female Half-Orc Ranger 4 - CR 3 Chaotic Neutral Humanoid (Human, Orc); Age: 20; Height: 5' 9"; Weight: 201lb.; Eyes: green; Hair: black Ability

Score

STR STRENGTH

DEX DEXTERITY

CON

INTELLIGENCE

WIS WISDOM

CHA

15

+2

10

0

14

+2

Saving Throw

Total

FORTITUDE

+6 =

(CONSTITUTION)

Ability

+4

+2

Resist

(DEXTERITY)

WILL

(WISDOM)

Total

+6 =

+4

+2

+3 =

+1

+2

Armor Shield Dex

= 10

CM Bonus

+7

+7

Base Attack

20

= 10

Misc

Temp

Notes

CHA (1) STR (3) CHA (1) CHA (1) DEX (2) DEX (2) WIS (2) CHA (1) INT (0)

4 2 2

+8

WIS (2)

3

-1 +2

DEX (2) WIS (2)

-

Favored Enemy (Humans +2) : +2 vs. humans

Size Natur Deflec Dodge Misc

+1

+4

DEX (2)

2

+9

Size

Misc

+4

+3

-

-

+4

+2 HP

STR (3)

4

Feats Armor Proficiency (Light)

Size

42

Damage / Current HP

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) 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.

Double Slice Add your full STR bonus to off-hand attacks.

+2

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

30 / 20 ft

Main hand: +8, 1d8+3 Both hands: +8, 1d8+4 Main w/ offhand: +4, 1d8+3 Main w/ light off.: +6, 1d8+3 Offhand: +4, 1d8+3

+7

19

Strength

+3

4

Endurance : +4 to resist nonlethal damage from exhaustion

BAB

+4

WIS (2)

Favored Enemy (Humans +2) : +2 vs. humans, Favored Terrain (Forest +2) : +2 while in forest terrain, Track: +2 to track

Swim

+1

Martial Weapon Proficiency - All

Masterwork Battleaxe

You are proficient with all Martial weapons.

Crit: x3 1-hand, S

Favored Enemy (Humans +2) : +2 vs. humans

+1 Breastplate

+7

Temp

Favored Enemy (Humans +2) : +2 vs. humans, Favored Terrain (Forest +2) : +2 while in forest terrain

Ride Sense Motive

Favored Terrain (Forest +2) : +2 while in forest terrain

Speed

-

+7 +1 +1 -1 -1 +7 +3 +5

Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Knowledge (nature)

Survival

Favored Enemy (Humans +2) : +2 vs. humans

Initiative

INT (0)

+0 +1

Perception

See the Base Attack (below) for modifiers that may also apply to CMB BAB Strength Dexterity

CM Defense

3

Favored Terrain (Forest +2) : +2 while in forest terrain

Flat-Footed AC =

Ranks

DEX (2)

Speed less than 30' : -4 jump

Stealth

+2

13

Ability

+2

Favored Enemy (Humans +2) : +2 vs. humans

Endurance : +4 vs. hot or cold environments and to resist damage from suffocation

REFLEX

Total

Favored Enemy (Humans +2) : +2 vs. humans

+1

Base

Acrobatics Appraise Bluff

+2

13

CHARISMA

Touch AC

+3

Temporary

Endurance : +4 to continue running, vs. nonlethal damage from a forced march, to avoid nonlethal damage from starvation/thirst, or to hold your breath

INT

21

17

14

CONSTITUTION

AC

Modifier

Skill Name

Max Dex: +3, Armor Check: -3 Spell Fail: 25%, Medium, Slows

Shield Proficiency You can use a shield and take only the standard penalties.

Simple Weapon Proficiency - All Proficient with all simple weapons.

Toughness You gain +3 hit points.

Two-weapon Fighting 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.

Special Abilities Darkvision (60 feet) You can see in the dark (black and white vision only).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Masterwork Handaxe

Experience & Wealth Crit: x3 Light, S

Main hand: +8, 1d6+3 Main w/ offhand: +4, 1d6+3 Main w/ light off.: +6, 1d6+3 Offhand: +6, 1d6+3

Experience Points: 9000/15000 Current Cash: 34 GP

Favored Enemy (Humans +2) : +2 vs. humans

Gear Total Weight Carried: 39.68/260lbs, Light Load (Light: 86 lbs, Medium: 173 lbs, Heavy: 260 lbs) +1 Breastplate Amulet of natural armor +1 Artisan's outfit (Free) Masterwork Battleaxe Masterwork Handaxe Money Ring of protection +1

30 lbs 6 lbs 3 lbs 0.68 lbs -

Special Abilities Favored Enemy (Humans +2) (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Favored (Forest KnowledgeTerrain skill checks untrained+2) when(Ex) attempting to identify these creatures. At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger a +2 five bonus on initiative (geography), At 5th level gains and every levels thereafterchecks (10th, and 15th,Knowledge and 20th level), the ranger Perception, Stealth, and Survival skill checks when he in this terrain. A ranger may select an additional favored enemy. In addition, atiseach such interval, the traveling through favored terrain normally leaves trail cannot ifbe bonus against anyhis one favored enemy (including the no one justand selected, sotracked Hunting Companions (2 rounds) (Ex) (though he may leave a trail if he so chooses). desired) increases by to +2. This bond allows him spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to may all allies within 30 feet who Atthe 8thranger level and every humanoids five levels thereafter, theasranger select an If chooses or outsiders a favored enemy, headditional must can see terrain. or hear In him. This bonus lasts for interval, a number ofskill rounds equal the also favored addition, at each such the bonus andtoinitiative choose an associated subtype, as indicated on the table below. (Note that ranger's modifier (minimum 1). Thisthe bonus doesselected, not stackif with anythere bonus in Wisdom any one favored terrain (including one just so desired), are other types of humanoid to choose from—those called out specifically onisthe Orc Ferocity (1/day) favored enemy bonuses possessed by his allies; they use whichever bonus increases byare +2.merely table below the most If a specific falls1 into 1/day, when brought below 0 HPcommon.) but not killed, you can creature fight on for moremore round higher. than one category favored ranger's do not he simply as if disabled. The of next round,enemy, unlessthe brought to atbonuses least 0 HP, youstack; immediately If a specific terrain falls into more than one category of favored terrain, the ranger's uses whichever bonus is higher. fall unconscious and begin dying. bonuses do not stack; he simply uses whichever bonus is higher.

Track +2

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy +5 (Ex) A character can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result.

Tracked Resources

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Orc Ferocity (1/day)

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Common Orc

Languages

A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Spells & Powers

Ranger Spell DC: 12 + spell level CL: 1 (vs. SR: +1, Concentration: +3) Melee Touch +7 Ranged Touch +6 Maximum Ranger spells per day: 1x1 Ranger 1: delay poison

Validation Report Validation Report (0 issues): Nothing identified Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Marie Martin (Tournament), Ranger 4 – Spells Delay Poison

Ranger 1

School: Conjuration (Healing); Components: V, S, DF; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: 1 hour/level; Save: Fortitude negates (harmless); Resistance: Yes (harmless) Stops poison from harming subject for 1 hour/level.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Marie Martin (Tournament) 4.pdf

are other types of humanoid to choose from—those called out specifically on the. table below are merely the most common.) If a specific creature falls into more.

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