Marie Martin (Tournament) Player: Emmett Female Half-Orc Ranger 6 - CR 5 Chaotic Neutral Humanoid (Human, Orc); Age: 20; Height: 5' 9"; Weight: 201lb.; Eyes: green; Hair: black Ability

Score

STR STRENGTH

DEX DEXTERITY

CON CONSTITUTION

Modifier

17

+3

15

+2

14

+2

INT WIS WISDOM

10

0

14

+2

13

CHARISMA

Saving Throw

Total

FORTITUDE

+7 =

(CONSTITUTION)

Ability

+5

Misc

Temp

Notes

+5

+2

WILL

+4 =

+2

+2

(WISDOM)

Total

Armor Shield Dex

= 10

CM Bonus

+7

+1

13 +9 22

= 10

-

+0 +1 +9 +1 +1 -1 -1 +7 +7 +5

Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate

+5

Knowledge (nature)

+10

Perception

Size Natur Deflec Dodge Misc

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

6 2 1 2

INT (0)

2

WIS (2)

5

+2

+1

+1

Strength

Size

Misc

+6

+3

-

-

+3

+2

+7

Stealth

20

BAB

+6

+3 +2

Ride Sense Motive

DEX (2) WIS (2)

1 -

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

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

CM Defense

INT (0)

Temp

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans, Favored Terrain (Forest +2) : +2 while in forest terrain

Flat-Footed AC =

3

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

+2

+7 =

(DEXTERITY)

Ranks

DEX (2)

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans, Favored Terrain (Forest +2) : +2 while in forest terrain

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

REFLEX

Touch AC

Resist

Ability

+2

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

+1

Base

Total

Speed less than 30' : -4 jump

Knowledge (geography)

CHA

22

Acrobatics Appraise Bluff

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

INTELLIGENCE

AC

Temporary

Skill Name

DEX (2)

5

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

+10

Survival Size

-

WIS (2)

5

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans, Favored Terrain (Forest +2) : +2 while in forest terrain, Track: +3 to track

+7

Swim

STR (3)

4

Endurance : +4 to resist nonlethal damage from exhaustion

Base Attack

+6

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

Initiative

HP

61

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.

+2

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

Speed

Armor Proficiency (Medium)

30 / 20 ft

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.

Light crossbow

Ranged: +6/+1, 1d8 Ranged, both hands: +8/+3, 1d8

Crit: 19-20/×2 Rng: 80' 2-hand, P

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

+1 Breastplate

+7

Feats Armor Proficiency (Light)

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

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

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

Martial Weapon Proficiency - All You are proficient with all Martial weapons.

Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

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

Simple Weapon Proficiency - All Proficient with all simple weapons. 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.

Feats

Experience & Wealth

Toughness

Experience Points: 23000/35000 Current Cash: 9247 GP

You gain +3 hit points.

Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.

Special Abilities

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.

Masterwork Battleaxe

Main hand: +10/+5, 1d8+3 Both hands: +10/+5, 1d8+4 Main w/ offhand: +6/+1, 1d8+3 Main w/ light off.: +8/+3, 1d8+3 Offhand: +6, 1d8+3

1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

Track +3 Crit: ×3 1-hand, S

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

Wild Empathy +7 (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.

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

Masterwork Handaxe

Main hand: +10/+5, 1d6+3 Main w/ offhand: +6/+1, 1d6+3 Main w/ light off.: +8/+3, 1d6+3 Offhand: +8, 1d6+3

Orc Ferocity (1/day)

Crit: ×3 Light, S

Tracked Resources

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Crossbow bolts 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.(1/day) Generally, influencing an animal in this way takes 1 minute Orc Ferocity but, as with influencing people, it might take more or less time.

Wand of cure light wounds 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.

Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4 vs. humans

Gear Languages

Total Weight Carried: 45/260lbs, Light Load (Light: 86 lbs, Medium: 173 lbs, Heavy: 260 lbs) +1 Breastplate Amulet of natural armor +1 Artisan's outfit (Free) Crossbow bolts x20 Light crossbow Masterwork Battleaxe Masterwork Handaxe Money of protection +1 Ring Wand of cure light wounds

30 lbs 0.1 lbs 4 lbs 6 lbs 3 lbs 184.94 lbs -

Common

Orc

Spells & Powers Ranger Spell DC: 12 + spell level CL: 3 (vs. SR: +3, Concentration: +5) Melee Touch +9 Ranged Touch +8 Maximum Ranger spells per day: 2x1 Ranger 1: delay poison, entangle (DC 13)

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

Favored Enemy (Halflings +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 (Humans +4)attempting (Ex) to identify these creatures. KnowledgeEnemy skill checks untrained when At 1st level, a ranger selects a creature type from the ranger favored enemies table. gains +2 bonus on Bluff, Knowledge, Sense Motive, and At 5th He level and aevery five levels thereafter (10th,Perception, 15th, and 20th level), the ranger Survival checks against creatures of his selected type. gets a +2 may select an additional favored enemy. In addition, at Likewise, each suchheinterval, the bonus weapon and damage rolls against them. ranger may ifmake bonus on against any attack one favored enemy(Ex) (including the one A just selected, so Favored Terrain (Forest Knowledge skill checks untrained+2) when attempting to identify these creatures. desired) increases by +2. At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger a +2 five bonus on initiative checks and Knowledge (geography), At 5th level gains and every levels thereafter (10th, andenemy, 20th level), the ranger If the ranger chooses humanoids or outsiders as a15th, favored he must also Perception, Stealth, and Survival skill checks when he in this terrain. A ranger may select an additional favoredasenemy. In addition, atiseach such interval, the choose an associated subtype, indicated on the table below. (Note that there traveling through his favored terrain normally leaves no trail and cannot ifbe tracked bonus against any one favored enemy (including the one just selected, so are otherhe types humanoid tohe choose from—those Hunting Companions rounds) (Ex) called out specifically on the (though mayof leave a trail if(2 so chooses). desired) increases by to +2. tablebond below are merely the mosta common.) If atospecific creature falls into more This allows him spend move action grant half his favored enemy than category of favored enemy, the ranger's bonuses do not stack; simply bonus against a every single target of the appropriate type to may all allies within 30he feet who Atthe 8thone level and five levels thereafter, theasranger select an additional If ranger chooses humanoids or outsiders a favored enemy, he must uses whichever bonus is higher. can see or hear In him. This bonus lasts for interval, a number ofskill rounds equal the also favored terrain. addition, at each such the bonus andtoinitiative choose an associated subtype, as indicated on the table below. (Note that there ranger's modifier terrain (minimum 1). Thisthe bonus doesselected, not stackif with any bonus in Wisdom any one (including one just so desired), are other types of favored humanoid to choose from—those called out specifically onisthe favored enemy possessed by his allies; they use whichever bonus increases byare +2.bonuses table below merely the most common.) If a specific creature falls into more higher. than one category of favored enemy, the ranger's bonuses do not stack; he simply If a specific terrain fallsisinto more than one category of favored terrain, the ranger's uses whichever bonus higher. bonuses do not stack; he simply uses whichever bonus is higher.

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 6 – 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) The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

Entangle

Ranger 1

School: Transmutation / Wood Elemental Components: V, S, DF Casting Time : 1 action Range: Long (400 + 40 ft./level) Area: plants in a 40-ft.-radius spread Duration: 1 min./level (D) Save: DC 13 Reflex partial; see text Resistance: No This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

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) 6.pdf

Light crossbow. Ranged: +6/+1, 1d8. Ranged, both hands: +8/+3, 1d8. Favored Enemy (Halflings +2) : +2 vs. halflings, Favored Enemy (Humans +4) : +4.

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