Zora Marag

Last Updated: April 12, 2020

class:		Ranger				race:		human (Damaran)
level:		5				alignment:	chaotic evil
xp:		13,452				deity:		Cyric

size:	M	age:	23	gender:	female	height:	5'5"	
eyes:	black	hair:	black 	skin:	white	weight:	133 lbs

Campaign: 	Cyric's Squad
Home Region: 	The Moonsea
Languages:	Damaran (native), Chondathan, Orc (1cc)
		

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STR:	14	+2	HP: 	25			Speed:	30 ft(+10 ft = 40 ft)
DEX:	18	+4	AC:	19				
CON:	10	0	= 10   + 5     + 0      + 4   + 0    + 0   + 0       + 0
INT:	12	+1	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	12	+1	AC touch:	14
CHA:	10	0	AC flat-footed: 15		Initiative:	+4
							Base Attack:	+5

			= DR 1/- = 10 hp/day, then no DR


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		Total	= base	+Mod	+magic	+misc
Fortitude:	+5	= 4	0	+1	
Reflex:		+9	= 4	+4	+1		
Will:		+3	= 1	+1	+1
		

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Favoured Enemy: +4 damage vs humans and orcs

Attack		Bonus	Damage	     Critical	Range	Type	Notes
------------	------	------	     --------	-----	----	-----
shortsword +1, 	+10	1d6+3	     19-20/x2	-	P	one-handed, magic
green         		   +1                           acid
dragonfang	+8/+8	1d6+3/1d6+2  19-20/x2	- 	P	two-weapon fighting	
                        +1/+1                           acid

silver dagger	+9	1d4+1	     19-20/x2	10 ft	P/S	one-handed
		+7/+7	1d4+1/1d4    19-20/x2	10 ft	P/S	two-weapon fighting

light mace,	+9	1d6+2	     x2		- 	B	one-handed
cold iron	+7/+7	1d6+2/1d6+1  x2		-	B	two-weapon fighting


darkwood composite longbow (STR +2, masterwork)
		+11	1d8+2	     x3		110 ft	P	normal arrows
		+11	1d8+2	     x3		110 ft	P	cold iron arrows
		+11	1d8+1	     x3		110 ft	P	silver arrows
			

Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
studded leather	light	+5	+5	0	15%	30 ft	20 lbs	magic
+2		armor


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SKILLS: Total = 56+8	max = 8/4	Ability	Mod	Ranks	Misc 1
+1	appraise			INT	+1		
+4	balance				DEX	+4		+0 armor
-1 *	bluff				CHA	+0		-1 uncivilized
+2	*climb				STR	+2		+0 armor	
+0	*concentration			CON	+0
+1	*craft				INT	+1		
no	decipher script			INT	+1		
-1	diplomacy			CHA	+0		-1 uncivilized
no	disable device			INT	+1		
+4	disguise			CHA	+0	4cc	
+4	escape artist			DEX	+4		+0 armor	
+1	forgery				INT	+1		
-1	gather information		CHA	+0		-1 uncivilized		
+9	*handle animal			CHA	+0	8	+1 uncivilized
+3	*heal				WIS	+1		+2 kit
+12	*hide				DEX	+4	8	+0 armor	
+0	intimidate			CHA	+0			
+2	jump				STR	+2		+0 armor			
no	knowledge, arcana		INT	+1		
no	knowledge, architect/engineer	INT	+1
+2	knowledge, dungeoneering	INT	+1	1
+2	knowledge, geography		INT	+1	1
no	knowledge, history		INT	+1
no	knowledge, local		INT	+1
+4	knowledge, nature		INT	+1	1	+2 survival
no	knowledge, nobility/royalty	INT	+1
no	knowledge, religion		INT	+1	
no	knowledge, the planes		INT	+1	
+7 *	listen				WIS	+1	6
+12	move silently			DEX	+4	8	+0 armor	
no	open lock			DEX	+4		
+0	perform				CHA	+0		
no	profession			WIS	+1		
+6	ride				DEX	+4		+2 handle animal
+8	search				INT	+1	7	
+1 *	sense motive			WIS	+1
no	sleight of hand			DEX	+4		+0 armor			
no	spellcraft			INT	+1	
+7 *	spot				WIS	+1	6	
+9 *	survival			WIS	+1	8	
+11 *	survival, tracking		WIS	+1	"	& +2 search
+2	swim				STR	+2		+0 armor x2			
no	tumble				DEX	+4		+0 armor		
no	use magic device		CHA	+0		
+6	use rope			DEX	+4		+2 silk rope
n/a	speak language, orc		n/a		1cc	

* add favoured enemy bonus


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SPECIAL ABILITIES / FEATS
Armor: 		light
Shields:	all (except tower)
Weapons:	simple weapons, martial weapons

Foe Hunter: Regional Feat (human bonus feat)
- stacks with favoured enemy bonuses (Orc)


Weapon Finesse (1st level bonus feat)
- use DEX bonus instead of STR bonus for melee attack rolls with light weapons,
  rapier, whip and spiked chain.


Diehard (3rd level feat)
- automatically stable if reduced between -1 and -9 hp
- if negative hp, choose to be disabled, instead of dying (unconsious)
- if disabled, can take a move action or a standard action (not both)
- taking a standard action causes 1 hp damage


Track: use survival skill
Wild Empathy: 
	= 1d20 + Ranger level + CHA + handle animal synergy + uncivilised
	= 1d20 + 5 + 0	+ 2 + 1
	= 1d20 + 8
Endurance:
	- sleep in light or medium armor = not fatigued
	- CON checks +4 (see PHB p93)
Favored Enemy: 
	- against a favored enemy, receive bonus to damage rolls and a skill bonus
  	to bluff, listen, sense motive, spot, survival
	  - Humans = +4
	  - Orcs   = +4
Combat Style: light or no armor only
	- Two-Weapon Fighting (p160: penalty = 2 less main-hand/6 less off-hand)
Animal Companion: effective Druid level = 2
	- "Greentooth" Medium Snake (Viper), MM p280
	- hp 16, tricks = 3+1 = 4
	- Fighting purpose (attack, down, stay) + fetch
	- command trick = free action, other commands = move action


Relentless (trait)
- constitution checks and similar checks made to continue tiring activities = +2
  (see endurance feat PHB p93)
- any effect or condition that would normally cause fatigue, instead = exhausted


Uncivilized (trait)
- handle animal checks and wild empathy checks = +1
- bluff checks, diplomacy checks and gather information checks = -1


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RANGER SPELLS  
1: 0+1b   2: 0  3: 0  4: 0  

1:	longstrider

Caster Level = 2

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GEAR	Total WT= 49 (+5) = 54
	load: light = 58	medium = 116	heavy = 175

WT	Item
---	---------------------
0	explorer's outfit
1	silver unholy symbol: Cyric (25 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: Cloak of Resistance +1 (1,000 gp)
			- provides a +1 resistance bonus to all saves
20	BODY: 	  Studded Leather Armor +2 (4,175 gp)
		  Iron Ward Diamond (500 gp)
		  	- least armor crystal, +1 DR/-, 10 hp/day
			- only works on masterwork armor or better
		  	- Red Wizards/Scardale mark
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
1	ARMS:	  Bracers of Archery (5,000 gp)
			- gain proficiency with any bow
			- gain +1 competence bonus to hit with any bow, 
			  if previously proficient with bows
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT

4	"Fangs of the Hydra" (2,610 gp each, 2 lbs each) x2
		- Twin pair of Green-Dragonfang Shortswords +1 
                	- add +1 point of acid damage with each strike

2	silver dagger (22 gp each) x2

8	cold iron light mace (10 gp each) x2

1.5	darkwood composite longbow [STR 14, dam +2], masterwork (630 gp)
3	quiver 
		- arrows x20
3	quiver
		- cold iron arrows x20
3	quiver
		- silver arrows x20

1	potion belt, masterwork (10/10 vials)
	- retrieving a potion/vial is a free action once per round
		- Potion of Cat's Grace (300 gp)
                - Potion of Clairaudience/Clairvoyance: CL = 15 (0 gp); x4
                  - becomes non-magical vial of water after 1 hour
                    once removed from magic scrying pool
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp)
		- Potion of Endure Elements (50 gp)
		- Potion of Shield of Faith (50 gp)
	 	- vial of Blue Whinnis poison (120 gp each); x2
		  (DMG p297: injury, DC = 14, init dam = 1 CON, sec dam = unc.)

0.5	belt pouch
1		- COINS
0		- flint and steel

5	Heward's Handy Haversack (2,000 gp)
	- Red Wizards/Scardale mark
	- retrieving any item is a move action; no attacks of opportunity
	- left side pouch (20 lbs max: 8 lbs used)
	    	5	- bedroll
	    	3	- winter blanket
	- right side pouch (20 lbs max: 15 lbs used)
	   	10	- trail rations, 10 days
	    	4	- waterskin
	    	1	- everburning torch (110 gp)
	- main central pack (80 lbs max: 8 lbs used)
		2	- thunderstone (30 gp each) x2
		5	- silk rope, 50 feet (10 gp)
				- grant +2 circumstance bonus on Use Rope checks
		1	- healer's kit, 10 uses (50 gp)
				- grant +2 circumstance bonus on Heal checks


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TREASURE		silver unholy symbol: Cyric (25 gp)
pp = 			
gp = 1			necklace of small black pearls (125 gp)
sp = 4			
cp = 5			


==============================================================================
IN ROOM:		wooden unholy symbol: Cyric (1 gp)
pp = 
gp = 
sp = 
cp = 

bedroll (0.1 gp)			hooded lantern (7 gp)	
winter blanket (0.5 gp)			flask of oil, 1 pint (0.1 gp)
trail rations, 10 days (5 gp)		quivers & 148 arrows
waterskin, full (1 gp)		


==============================================================================
ESCAPE PACK (wt = 36 lbs; value = 436.1 gp)
2	backpack (2 gp)
8		- explorer's outfit (10 gp)
10		- trail rations, 10 days (5 gp)
4		- waterskin, full (1 gp)
5		- bedroll (0.1 gp)
0.5		- belt pouch (1 gp)
0			- flint and steel (1 gp)
0.5		- belt pouch (1 gp)
1			- COINS: 50 gp
1		- sunrod (2 gp)
1		- dagger (2 gp)
0	 	- vial of Blue Whinnis poison (120 gp each);
3		- quiver
			- arrows x20 (1 gp)


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SPECIAL NOTES:
prestige class = assassin ?
- disguise 4 ranks, hide 8 ranks, move silently 8 ranks

get feats
- weapon focus: shortsword +1 hit
- improved critical: shortsword (base attack +8)
- telling blow (sneak attack)
- two-weapon rend (BA+11, DEX 15, two-weapon fighting) 
- next favoured enemy = elves
 
get items
---------
- RENDING GAUNTLETS - 3,610 gp
If you deal damage to a creature with at least two different weapons 
or natural attacks on your turn, you can activate rending gauntlets
to deal an extra 2d6 points of damage with the second attack.
This ability functions three times per day.

ENEMY SPIRIT POUCH - Elves - 2,100 gp 
 +1 competence bonus on attack rolls against Elves
If you are a ranger, the pouch increases your favored enemy bonus 
against creatures of its type by 2.

"Fangs of the Hydra"
- #1 = +1 bonus = bane - human = +2 bonus, +2d6 damage (fiercebane?)
- #2 = +1 bonus = bane - orc = +2 bonus, +2d6 damage
- +1 bonus = Venomous 3/day coat weapon in poison dealing 1d4 initial and secondary Str damage
- +1 bonus = Vicious +2d6 damage, 1d6 damage to you on every attack