Ransine

Description:

Elf (P), Ranger (P) 6th, Rogue (P) 2nd				
Medium Humanoid (Elf)			
Alignment: Neutral [Elhonna]
Hit Dice: 6d10+12, 2d8+4 (76 hp)
Initiative: +11
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.


AC: 24 (+6 Armor, +2 Shield, +6 Dex, ), Touch 16, Flat-Footed 18


Saves: Fort +9, Ref +17, Will +6


Abilities: Str 16, Dex 24, Con 14, Int 16, Wis 15, Cha 11				


	
Base Att/CMB/CMD: +7 / +10(+4*) / 27						

											
Single Attack:			
					
Frost Rapier: +16 melee (1d6+4+1d6 Cold/18-20)	
Dagger: +14 melee (1d4+3/19-20)



Full Attack:
								
Frost Rapier: +14/+9 melee (1d6+4+1d6 Cold/18-20)				
Dagger: +12/+7 melee (1d4+3/19-20)							

			
────┤ RANGER (P) SPELLS ├────
Spells per Day: (2; save DC 12+spell level): 
Lead Blades, Resist Energy. 

		
────┤ FEATS ├────
Two-Weapon Fighting, Double Slice, Wpn Focus: Rapier, Endurance, Weapon Finesse, 
Improved Two-Wpn Fighting, Improved Initiative.


────┤ SKILLS ├────
Acrobatics +18, Appraise +10, Bluff +5, Climb +11, Diplomacy +0, Disable Dev +18+1, 
Disguise +0, Escape Art +7, Fly +7, Handle Anim +7+4, Heal +6, Intimidate +0, 
Perception +15+1, Ride +12, Sense Mot +6, Slt of Hand +14+2, Stealth +17, 
Survival +13+3, Swim +7+4, Use Mag Dev +4, Kn:Nature +11, Kn:Geo +11, 
Kn:Dungeon +10.																												
────┤ Racial Traits: Elf (P) ├────
Keen Senses: +2 racial bonus on Perception skill checks
Elven Immunities: Immune to Magic Sleep effects
Weapon Familiarity: Proficient with longbows (incl. composite), longswords,
    rapiers, and shortbows (incl. composite). Treat any weapon with the word
    “elven” in its name as a martial weapon


────┤ Vision & Senses ├────
Low-Light x2


────┤ Class Features: Ranger (P) 6th ├────
Concentration check: 1d20+5
Wild Empathy (Ex): Improve the attitude of an animal: 1d20+6
Favored Enemy (Ex): bonus on Bluff, Perception, Sense Motive and Survival
    • Can make a Knowledge skill check untrained to identify a Favored Enemy
    • Monstrous Humanoid: +3 skill bonus; +3 to attack & damage
    • Giant: +3 skill bonus; +3 to attack & damage
Bonus Feat: Endurance
Favored Terrain (Ex): 
    Skill bonus on Knowledge Geography, Perception, Stealth and Survival
    Leaves no trail travelling through a Favored Terrain
    • Underground: +2 skill bonus; +2 to init.
Hunter's Bond (Ex):  Spend a move action to grant ½ your Favored Enemy
    bonus against a single target to Allies within 30' for 2 rounds
Combat Style Feat (Ex): Using the Two-Weapon style
    • Level 2 Combat Style Feat: Double Slice
    • Level 6 Combat Style Feat: Improved Two-Wpn Fighting


────┤ Class Features: Rogue (P) 2nd ├────
Sneak Attack: +1d6 damage
Evasion (Ex): Take no damage on successful Reflex save
Rogue Talents: 1x talent available.  *: Affects sneak att, max. one per sneak
    • Fast Stealth (Ex): Move at full speed using Stealth without penalty


────┤  Conditional Bonus - Feats  ├────
+4 to Swim checks made to resist nonlethal damage [Endurance]
+4 to CON to continue running, avoid NL-Dmg from forced march [Endurance]
+4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance]
+4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance]
+4 to CMB when using finesse weapons [Weapon Finesse]


────┤  Conditional Bonus - Ranger (P) Class  ├────
+4 to Handle Animal with your own Animal Companion [Link]
+6 to Survival skill checks made to follow or identify tracks [Track]


────┤  Conditional Bonus - Rogue (P) Class  ├────
+1 to Perception to locate Traps [Trapfinding]
+1 to Disable Device versus Traps [Trapfinding]


────┤  Conditional Bonus - Elf (P) Race  ├────
+2 racial bonus on caster level checks made to overcome SR [Elven Magic]
+2 racial bonus on Spellcraft to identify properties of magic items [Elven Magic]
+2 racial bonus on saves vs enchantment spells & effects [Elven Immunities]


────┤ Languages (x5) ├────
Common, Elven, Giant, Dwarven, Orc
		

────┤ EQUIPMENT ├────
ARMOR WORN: Mithral Shirt.
Basic Equipment List, Potion Belt M/W, Masterwork Thieves' Tools, 
3xPotion of Cure moderate wounds, 2xPotion of Cure serious wounds, Potion of Fly, 
Potion of Gaseous Form, 2xPotion of Invisibility, Frost Rapier, Dagger

────┤ MAGICAL ITEMS WORN ├────
Ring of Force Shield
Belt of Incredible Dexterity +2
Cloak of Resistance +2
Handy Haversack

────┤ Description for the Magical Items Worn ├────
Ring of Force Shield: +2 shield bonus to Armor Class
Belt of Incredible Dexterity +2: +2 enhancement bonus to Dexterity
Cloak of Resistance +2: +2 resistance bonus on all saves
Handy Haversack: Backpack similar to a Bag of Holding


────┤ TOTAL CHARACTER VALUE ├────
25,171 gp.																			
Bio:

Ransine grew up in Greyhawk in a lower class family, but he inherited a fine bow and learned to shoot and so entered into the employ of town militia as a scout. However, he found he had more talent as a sword fighter, wielding two weapons, and worked hard to try to gain entry into the town guards as a special agent. He was introduced and initiated in some of the work, given instruction in several types of skills, but never got a commission.

Instead, he took to working for the Calladan and Sons road company, which constructed roads for nobles, estates, and kingdoms in several regions southeast of Greyhawk. He left after a disagreement over wages when he had to single-handedly take down two ogres that the rest of the mercenaries fled from. He joined a group of travellers looking for a way to defeat Moltantacious, but was unsuccessful in his quest to obtain fame and fortune.