Character Dump. Working on streamlining this bit... Up and running soon. [img=http://wingmind.files.wordpress.com/2012/02/a77_ranger.jpg] [hider=Ezekiel] Ezekiel "Wolf" Male Werewolf Human Ranger 1 Chaotic Good Representing Jon "hurricanehermus" Strength 14 (+2) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 12 (+1) Size: Medium Height: 6' 2" Weight: 210 lb Skin: Light Eyes: Hazel Hair: Dark Brown Straight; Light Beard Total Hit Points: 27 [includes 17 for lycanthropy] Speed: 30 feet Armor Class: 17 = 10 +3 [studded] +4 [dexterity] Touch AC: 14 Flat-footed: 13 Initiative modifier: +4 = +4 [dexterity] Fortitude save: +7 = 5 [base] +2 [constitution] Reflex save: +9 = 5 [base] +4 [dexterity] Will save: +8 = 3 [base] +3 [wisdom] +2 [iron will] Attack (handheld): +4 = 2 [base] +2 [strength] Weapon Finesse: +6 = 2 [base] +4 [dexterity] Attack (unarmed): +4 = 2 [base] +2 [strength] Attack (missile): +6 = 2 [base] +4 [dexterity] Grapple check: +4 = 2 [base] +2 [strength] Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb. Lift off ground: 350 lb. Push or drag: 875 lb. Languages: Common Elven Giant Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing] Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing] Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing] Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.] Feats: Combat Reflexes Dodge Exotic Weapon Proficiency Weapon: Iron Will Track [free to rangers] Weapon Finesse Traits: Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 4 = +4 Bluff Cha 1 = +1 Climb Str* 6 = +2 +4 Concentration Con 6 = +2 +4 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 1 = +1 Disguise Cha 1 = +1 Escape Artist Dex* 4 = +4 Forgery Int 2 = +2 Gather Information Cha 1 = +1 Handle Animal Cha 5 = +1 +4 Heal Wis 5 = +3 +2 Hide Dex* 8 = +4 +4 Intimidate Cha 1 = +1 Jump Str* 6 = +2 +4 Knowledge (nature) Int 4 = +2 +2 Listen Wis 7 = +3 +4 Move Silently Dex* 8 = +4 +4 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 4 = +4 Search Int 4 = +2 +2 Sense Motive Wis 3 = +3 Spot Wis 7 = +3 +4 Survival Wis 7 = +3 +4 Swim Str** 2 = +2 Use Rope Dex 6 = +4 +2 Control Shape Wis 3 = 3 +0 * = check penalty for wearing armor Human: Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Werewolf: Lycanthropes gain the shapechanger subtype Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal. Lycanthropy imparts +2 wisdom (already included) Changing form is a standard action. Communicates with normal and dire forms of the base animal. Low-light vision and scent. Free "Iron Will" feat. There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal. Keeps racial bonuses to skills for both creature and base animal. Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form. Feats are awarded combining the animal and base creature's levels. Natural armor class bonus increases by +2 in humanoid form. Natural armor class in hybrid form is human or animal, whichever is better. Size in hybrid form is the larger of the base creature and base animal. Has the base creature's speed in hybrid form. Hybrid form has a bite and two claw attacks. Hybrid form can cast spells so long as they do not have a verbal component. Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.) Natural lycanthropes in hybrid and animal form have damage reduction 10/silver. Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver. The wolf's move is 40 feet. Transforming to werewolf or hybrid gives +2 strength, +4 dexterity, +4 constitution. Increased strength gives +1 to hit and damage and on grapples, as well as strength checks. Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks. Increased constitution gives +2 on fortitude saves, as well as constitution checks. In wolf form, can try to trip on a successful bite. Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus Hide, listen, move silently, search, spot, survival are class skills. Free "Track" feat according to system reference documents. +4 when able to use scent. Ranger: Favored enemies Track as bonus feat (already included) Combat Style Endurance Wild empathy (roll level + charisma bonus) Endurance (level 3) Animal Companion (level 4) Woodland Stride (level 7) Swift Tracker (level 8) Evasion (level 9) Camouflage (level 13) Hide in Plain Sight (level 17) High wisdom gains bonus spells daily Favored Enemies: Animals +2 This ranger chose the archery track. Class HP rolled Level 1: Ranger 8 Ezekiel "Wolf"'s Equipment: 31 lb Weapons / Armor / Shield (from above) 3 lb Arrows (quiver of 20) x1 2 lb Backpack 5 lb Bedroll 3 lb Blanket, winter x1 Fishhook 2 lb Flasks x1 Flint and steel 4 lb Rations (1 day) x4 10 lb Rope (50', hempen) x1 2 lb Torches x2 8 lb Waterskins x2 1 lb Whetstone _____ 71 lb Total More about Ezekiel "Wolf": Chosen Feats Name: Combat Reflexes Feat Type: General Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: You may make a number of attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Name: Favored Enemy (Animal) Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Granted Feats Name: Alternate Form (Su) Feat Type: Special Take Multiple Times: No Prerequisites: Werewolf Effects: No Implemented Effects Description: A werewolf can assume a bipedal hybrid form or the form of a wolf. STR +2, DEX +4, CON +4 in animal or hybrid form. Name: Armor Proficiency (Light) Feat Type: General Take Multiple Times: No Prerequisites: No Prerequisites Effects: Light Armor Proficiency Description: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. Name: Curse of Lycanthropy (Su) Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Name: Low-Light Vision Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Name: Martial Weapon Proficiency (All) Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: All Martial Weapons Proficiency Description: You make attack rolls with the selected weapon normally. Name: Scent Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Name: Shield Proficiency Feat Type: General Take Multiple Times: No Prerequisites: No Prerequisites Effects: Normal Shield Proficiency Description: You can use a shield and take only the standard penalties. Name: Simple Weapon Proficiency Feat Type: General Take Multiple Times: No Prerequisites: No prerequisites Effects: All Simple Weapons Proficiency Description: You make attack rolls with simple weapons normally. Name: Werewolf Skills Feat Type: Special Take Multiple Times: No Prerequisites: Werewolf Effects: No Implemented Effects Description: A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent. Name: Track Feat Type: General Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Survival DC Very soft ground 5 Firm ground 15 Soft ground 10 Hard ground 20 Very Soft Ground Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked –1 Size of creature or creatures being tracked:1 Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large –1 Huge –2 Gargantuan –4 Colossal –8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility:2 Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 For a group of mixed sizes, apply only the modifier for the largest size category. Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Name: Trip (Ex) Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf. Name: Wild Empathy (Ex) Feat Type: Special Take Multiple Times: No Prerequisites: No Prerequisites Effects: No Implemented Effects Description: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. 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 able to study each other, which means that they 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. Name: Wolf Empathy (Ex) Feat Type: Special Take Multiple Times: No Prerequisites: Werewolf Effects: No Implemented Effects Description: Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.[/hider]