Fran (Character Sheet)

ForElise

Profile


Francis Fletchinger

  • Class | Level Ranger | 3
  • Alignment Neutral Good
  • Race Halfling

  • Gender Female
  • Height 3'5''
  • Weight 38 lbs

  • Age 23
  • Deity N/A
  • Homeland Logas, Isger

STR

14

(+2)

DEX

18

(+4)

CON

16

(+3)

INT

12

(+1)

WIS

12

(+1)

CHA

10

(+0)

HP

38

Nonlethal ---
Total 38
DR ---

AC

18

Touch 14
Flat-footed 15

BAB

3

CMB 4
CMD 17

Initiative

4

Fortitude

7

Reflex

8

Will

2

Spell Resist

0

Base Speed

20 ft

(4 sq)

With Armor

20 ft

(4 sq)

Run

80 ft

(16 sq)

Swim

5 ft

Climb

5 ft

Other

0 ft

  • 8 Acrobatics
  • 1 Appraise
  • 0 Bluff
  • 8 Climb
  • --- Craft ___
  • --- Craft ___
  • --- Craft ___
  • 0 Diplomacy
  • 4 Disable Device *
  • 0 Disguise
  • 4 Escape Artist
  • 4 Fly
  • 5 Handle Animal *

  • 6 Heal
  • 4 Intimidate
  • 1 Knowledge (Arcana) *
  • 1 Knowledge (Dungeoneering) *
  • 1 Knowledge (Engineering) *
  • 1 Knowledge (Geography) *
  • 1 Knowledge (History) *
  • 6 Knowledge (Local) *
  • 3 Knowledge (Nature) *
  • 2 Knowledge (Nobility) *
  • 1 Knowledge (Planes) *
  • 1 Knowledge (Religion) *
  • 1 Linguistics *

  • 7 Perception
  • --- Perform ___
  • --- Perform ___
  • --- Profession ___ *
  • --- Profession ___ *
  • 4 Ride
  • 2 Sense Motive
  • 4 Sleight of Hand *
  • 1 Spellcraft *
  • 10 Stealth
  • 7 Survival *
  • 2 Swim*
  • 0 Use Magic Device *

Feats

  • Point-Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of 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.
  • Big Game Hunter You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.
  • Endurance (Bonus) You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Special Abilities

  • Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
  • Dimdweller Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
  • Civilized You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
  • Killer You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
  • Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
  • Pride When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
  • Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
  • Favored Enemy: Animal 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 Knowledge skill checks untrained when attempting to identify these creatures.

    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there 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 than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
  • Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
  • Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
  • Favored Terrain: Underground At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Languages

  • Common
  • Halfling
  • Goblin

Carrying Capacity

Light 43 lbs
Medium 87 lbs
Heavy 131 lbs
Over Head 131 lbs
Off Ground 262 lbs
Drag 655 lbs

Money

CP 0
SP 0
GP 17
PP 0

Gear

  • MWK Composite Longbow (+2) 1
  • Club 1
  • Composite Longbow 1
  • Rangers Kit 1
  • Everburning Torch 1
  • Silver Measuring Scale 1
  • Tanglefoot Bag 1
  • Potion of Cure Light Wounds 2
  • Potion of Cure Moderate Wounds 1
  • Dorum's Pocketed Scarf 1
  • Ring of the Weary Traveller 1
Total Weight 43.5 lbs

Weapons

  • MWK Composite Longbow (+2) 1d6 + 2
  • Club 1d4 + 2
  • Composite Longbow 1d6 + 0

AC Items

  • Leather Lamellar
Bonus +4
Penalty -2
Sp Fail 20%
Weight 25 lbs