Karon "Jern" Rougules

Description:

Karon “Jern” Rougules
Dwarf ranger 6
CG Medium humanoid (dwarf)
Init 3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 22, touch 13, flat-footed 19 (
6 armor, 3 Dex, +3 shield)
hp 51 (6d10
6)
Fort 6, Ref +8, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee armor spikes +9/
4 (1d6+3) or
dwarven maulaxe 9/4 (1d6+3/×3) or
dwarven waraxe 9/4 (1d10+3/×3) or
heavy shield bash 9/4 (1d6+3) or
light flail 5/0 (1d8+3) or
switchscythe 9/4 (2d4+4/×4)
Ranged repeating heavy crossbow 9/4 (1d10/19-20) or
throwing axe 9 (1d63)
Special Attacks combat style (weapon and shield[APG]), favored enemies (aberrations 2, undead +4), hatred
Ranger Spells Prepared (CL 3rd; concentration +4)
1st—deadeye’s lore[UC], entangle (DC 12)
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Statistics
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Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Blind-fight, Diehard, Double Slice, Endurance, Exotic Weapon Proficiency (repeating heavy crossbow), Improved Shield Bash, Improved Two-weapon Fighting, Iron Will, Shield Focus, Shield Master, Shield Slam, Shield Wall[APG], Steel Soul[APG], Two-weapon Fighting
Skills Acrobatics +0 (-4 to jump), Appraise +1 (
3 to assess nonmagical metals or gemstones), Climb 5, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (geography) +8, Knowledge (nature) +5, Knowledge (religion) +6, Perception +10 (12 to notice unusual stonework), Ride +4, Spellcraft +8, Stealth +5, Survival +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ favored terrain (underground +2), hunter’s bond (companions), track +3, wild empathy +5
Other Gear armor spikes mithral agile breastplate[APG], shield spikes mithral heavy steel shield, dwarven maulaxe, dwarven waraxe, light flail, repeating heavy crossbow, switchscythe, throwing axe (3), 95 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. Favored Enemy (Aberrations) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hunter’s Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Shield Master No off-hand penalties for shield bashes, add a shield’s enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Steel Soul Hardy’s save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Magical item
The Whippoorwill’s Eye
Aura: Faint divination and transmutation; CL 6th
Slot Eyes; Price 32,000 ; Weight –
Restriction: As part of its implementation, ONE of your own eyes is sacrificed ceremoniously.
The Whippoorwill’s Eye is a finely crafted bronze eye that rests in the left eye of the wearer instead of his natural eye. In its center rests an oval star opal (consisting of two connected hemispheres, one an opaque purple, the other dark blue) that turns upon activation of the eye’s magical effects.
1/day: Brevoyan Roulette: As a standard action, the wearer can activate the eye causing it to rotate in its socket, shifting from an opaque purple to a dark blue as the eye is made up of two joined hemispheres. For 3 rounds including the round of activation, the wearer is under the effect of the blink spell.
When this effect ends there is a 50% chance that the eye’s last rotation stops on the “ethereal” side and is forced to slowly rotate for another round before the wearer is back on the material plane. If this occurs, the wearer is “stuck” on the ethereal plane for 1 more round and can act normally but is effectively on the ethereal plane for all purposes. Upon returning to the material plane at the end of that following round, he takes 1d8 points of damage
1/day: Ethereal Sight: Once per day, for 1 minute (10 consecutive rounds), the wearer can look into the ethereal plane and see things there as if he were on the ethereal plane himself. While this effect is active, the wearer loses all of his senses on the material plane bestowing a -4 penalty to all combat rolls and skill checks. An exception to this is his tracking ability, when it comes to vision on the ethereal plane. The wearer can also still see the material plane, but everything looks gray and insubstantial. Sight on the Material Plane is thus limited to 60 feet.
This effect may be combined with the eye’s Imprint ability to allow its “gaze”-effect to concern the ethereal plane.
1/day: Imprint: Once per day, the wearer is able to gaze at a 10-foot-by-10-foot area and see exactly what occurred in that area during the past hour. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer loses any further information. When this effect ends, the wearer becomes Fatigued.
CONSTRUCTION
Requirements Craft Wondrous Item, Legend Lore, Blink; Cost 16,000 GP
Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue, causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Bio:

Karon "Jern" Rougules

Onsdags E6 morkeberg_c_m