Raith is a ranger who follows in the footsteps of the legendary Eric Garrett, and serves as his Champion; he prefers two-bladed combat and is working to become a master of the arts.
Raith Macavity
Race: Human
Alignment: Neutral Good
Deity: Eric Garrett
Class/Level: Ranger/Fighter level 6
Current XP: 33,321
Size: Medium
Speed: 30 feet
Age: 25
Gender: Male
Height: 5'11“
Weight: 175 lbs
Eyes: Brown
Hair: Brown
Skin: Tanned
HP: 52
Total AC: (25) = 10 + 3 Armor + 0 Shield + 4 Dex Mod + 8 ClassDef
Str: 16 (+3)
Dex: 18 (+4)
Con: 16 (+3)
Int: 15 (+2)
Wis: 17 (+3)
Cha: 13 (+1)
Fortitude: = +4 Base + 2 Con
Reflex: = +4 Base + 4 Dex
Will: = +1 Base + 3 Wis
Base Attack Bonus: +6/+1
Spell Resistance: None
Grapple Mod: = +5 BAB + 3 Str
Special:
Animal Companion (Greg [wolf]; HD 4; HP 30; AC 16; Init +2; spd 50ft; Bite +6 melee, 1d6+1 dmg; Trip; Scent; Str 14; Dex 16; Con 15; Int 2; Wis 12; Cha 6; Hide +7; Listen +10; Move Silently +8; Spot +8; Wilderness Lore +5, Weapon Finesse: bite), 2 bonus tricks, Evasion, Link, Share Spells.
Nature Sense (+2 to Knowledge/nature and Survival)
Wild Empathy (1d20 + level + Cha, treated as Diplomacy)
Woodland Stride (can move through normal undergrowth at normal speed without ill effects)
Trackless Step (does not leave tracks/cannot be tracked unless they want to in natural environments)
Favored Enemy: Undead; +4 on skills/dmg vs them
Favored Enemy: Plants; +2 on skills/dmg vs them
Track
Combat Style: Two-Weapon Combat
Feats:
Diehard: Automatically stable at -1 to -9, can choose to remain conscious.
Oversized Two-Weapon Fighting: Penalties when fighting with weapons are always as if wielding light weapons.
Throw Anything: Can throw any weapon as though it were ranged, with 10 foot range increment.
Two-Weapon Fighting: Can fight with weapons in both hands; -4 to both, or -2 if second weapon is light.
Improved Two-Weapon Fighting: Can get a second attack w/off weapon at -5.
Endurance: Receives +4 to certain endurance checks.
Combat Expertise: Can fight defensively, taking up to -5 to hit in order to get up to +5 AC.
Two-Weapon Defense: Gains +1 to AC when using two weapons; +2 when fighting defensively or on full defense.
Dodge: +1 AC vs selected target.
One plus
One fighter bonus
Ranger spells: (caster level 3rd)
1+1 1st level:
Entangle - Plants entangle everyone in 40-ft-circle.
Delay Poison - Stops poison from harming subject for 1 hour/level.
Endure Elements - Exist comfortably in hot or cold environments.
Jump - Subject gets bonus on Jump checks.
Resist Energy - Ignore ten or more points of damage/attack from specified energy type.
Speak with Animals - Communicate with animals.
Skills:
Climb: 5 + Str
Concentration: 0 + Con
Diplomacy: 4 + Cha
Handle Animal: 9 + Cha
Heal: 9 + Wis
Hide: 0 + Dex
Jump: 5 + Str
Knowledge/Nature: 9 + Int + 2 Survival
Listen: 5 + Wis
Move Silently: 2 + Dex
Profession/Sailor: 1 + Wis
Ride: 2 + Dex
Search: 9 + Int
Spellcraft: 0 + Int
Spot: 9 + Int
Survival: 9 + Wis + 2 Knowledge/Nature + 2 Search(followtracks)
Swim: 2 + Str
Use Rope: 6 + Dex
Attacks:
Longswords (1d8+3 dmg, +9/+4 w/one or +7/+2/+7/+2 w/both)
Possessions:
Chain Shirt +1 (+1 enchant bonus, +2 armor bonus, DR 2/-, armor penalty -1, 20% arcane fail chance)
Base HP: 61
Total AC: (21) = 10 + 0 Armor + 0 Shield + 3 Dex Mod + 5 ClassDef (Bard) + 1 Amulet + 1 Ring + 1 Bracers
Str: 12 (+1)
Dex: 16 (+3)
Con: 17 (+3)
Int: 14 (+2)
Wis: 12 (+1)
Cha: 18 (+4)
Fortitude: = +3 Base +3 Con (Bard) +1 Cloak
Reflex: = +6 Base +3 Dex (Bard) +1 Cloak
Will: = +6 Base +1 Wis (Bard) +1 Cloak
Base Attack Bonus: +6/+1 (Bard)
Spell Resistance: None
Grapple Mod: = +6 BAB +1 Str
Can perform eight songs per day.
Countersong: Can attempt to counter sonic-reliant spells/powers; bard's Perform check is used as the saving throw.
Fascinate: Can fascinate up to three creatures (within 90 feet) for up to eight rounds (Perform check vs Will save) as long as no obvious threats exist.
Inspire Courage: Allies who can hear the person sing (and for five rounds after) gain a +2 bonus vs charm and fear, and +2 bonus on attack and weapon damage rolls.
Inspire Competence: Can inspire ally to succeed at a task; ally must be within 30 feet and be able to see and hear the bard. Gives a +2 to competence skill checks with a particular skill as long as bard is playing (up to two minutes).
Suggestion: Can make a suggestion (as per spell) on creatures he has successfully fascinated. Using this ability does not count against the bard's daily song usage, and does not interrupt the fascination effect. A Will save vs (DC 10 + 1/2 level + Cha mod) negates this effect. This affects only one creature.
Psion Psi Points: 70 (58 + 12 (Con))
1st Level Powers: 1 PP each
Control Object: Telekinetically animate a small object.
Mindlink: You forge a limited mental bond with another creature.
Catfall: Instantly save yourself from a fall.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
2nd Level Powers: 3 PP each
Control Air: You have control over wind speed and direction.
Body Equilibrium: You can walk on nonsolid surfaces.
Levitate, Psionic: You move up and down, forward and back via mental support.
Tongues, Psionic: You can communicate with intelligent creatures.
3rd Level Powers: 5 PP each
Energy Cone: Deal 5d6 energy damage in a 60-foot cone.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
4th Level Powers: 7 PP each
Inertial Barrier: Gain DR 5 versus everything.
Modify Memory, Psionic: Change five minutes of subject's memories.
Correspond: Hold mental conversation with another creature at any distance.
Dimension Door, Psionic: Teleports you a short distance.
Divination, Psionic: Provides useful advice for specific proposed action.
Bard Spell Points: 26 (17 + 9 Charisma)
0-Level Spells: 6 known; 3 free per day, then 1 SP each
Detect Magic
Daze
Prestidigitation
Read Magic
Resistance
Light
1st Level Spells: 4 known; 1 SP each
Sleep
Cure Light Person
Charm Person
Feather Fall
2nd Level Spells: 4 known; 3 SP each
Alter Self.
Cure Moderate Wounds
Hold Person
Invisibility
3rd Level Spells: 3 known; 5 SP each
Deep Slumber.
Cure Serious Wounds.
Leomund's Tiny Hut.
Inertial Armor: Gain +4 AC if at least 1 PP remaining.
Psychoanalyst: +2 bonus on Diplomacy/Bluff/Intimidate/Cha influence checks vs living humanoids with Int 4 or higher.
Versatile Performer: Gain free Perform types equal to Int bonus.
Subsonics: You can perform music or poetics so subtle that opponents do not notice it, yet your allies still gain all the benefits of your bardic music. Similarly, you can affect opponents with your music, but unless they can see you performing, they cannot determine the source of the effect.
Perform/Sing: 11
(Perform/String Instrument): 11
(Perform/Puppetry): 11
Balance: 6
Climb: 5
Concentration: 8
Decipher Script: 3
Escape Artist: 2
Hide: 8
Listen: 5
Move Silently: 5
Psicraft: 6
Sense Motive: 8
Sleight of Hand: 7
Spellcraft: 6
Tumble: 8
Use Magic Device: 4
Unarmed attack (1d3+Str, provokes attack of opportunity)
Longsword (1d8+Str).
Ring of Protection +1. +1 to AC.
Bracers of Armor +1. +1 to AC.
Cloak of Resistance +1. +1 on all Fortitude, Reflex, and Will saves.
Amulet of Natural Armor +1. +1 to AC.
Heward's Handy Haversack. Two side pockets hold 2 cf or 20 lbs of gear; main pocket holds 8 cf or 80 lbs. Weighs 5 lbs even when full, and automatically sorts gear (retrieving anything from it is a move action.)
Masterwork mandolin (100 gp)
Masterwork thieves' tools (100 gp)
Leather speaking horn (5 gold)
Bamsmacks, 4 (20 gp, makes loud noise)
Miniblade (1 sp)
Marked cards (3 gp)
Puppet (7 gp)
Silent Shoes (10 gp)
Silk bodysuit (10 gp)
Bag of marbles (8 sp)
Lap slate (10 gp)
Pewter mug (8 sp)
Blank book with excellent lock (200 gp)
Bottle of ink (8 gp)
Five metal pens (12 gp)
Mapmaking Kit (35 gp)
Scrollcase (5 gp)
Waterskin (1 gp)
Lounging robe (5 gp)
Socks (2 gp)
Cotton chemise (3 gp)
Doublet (1 gp)
Leather belt (3 sp)
Full hooded cloak (2 gp)
Leather gloves lined with fur (2 gp)
Linen surcoat (2 gp)
High boots with dagger sheath (5 gp)
Hand mirror (15 gp)
Razor kit (5 gp)
Scissors/manicure set (4 gp)
Five 2” leather balls (5 sp)
Dice and cup (4 sp)
Five assorted tops (2 gp)
Tarot deck (3 sp)
Bedroll (20 gp)
Mess kit (8 gp)
Two person tent (8 gp)
Roll of bandages (1 gp)
Rattle (5 gp)
Sack of candy (1 gp)
Whistle (1 sp)
Plush toy wolf (1 sp)
Longsword (15 gp)
Wand of Mount (CL 12; 24 hours, 38 charges left)
205 gold
Light: 43 lb. or less
Medium: 44 to 86 lb.
Heavy: 87 to 130 lb.