Darrion | |
Aliases: | Dar to friends he considers equal |
Age: | 20 |
Hair: | white with black streaks |
Eyes: | blue |
Height: | 6' 9" |
Weight: | 210lbs |
Race: | Beastfolk |
Beastfolk type: | Baagh/tigerfolk |
Class: | Ranger |
Alignment: | Chaotic Good |
Level: | 9 |
Experience: | 41,369 |
Hit Points: | 90/90 |
Gold: | 17,236 gold |
Current Status: | Active |
Played by DragonSword |
Gallery

Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 16 | +3 | 0 | +0 |
Dexterity | 18 | +4 | 0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 12 | +1 | 0 | +0 |
Wisdom | 14 | +2 | +0 | +0 |
Charisma | 14 | +2 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity mod (4)= 14 (22 with armor) |
Flat-Footed | 18 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +6 | +2 | +8 |
Reflex | +6 | +4 | +10 |
Will | +3 | +2 | +5 |
BAB | Mod | Total Range:Melee |
+9/+4 | +4+2(+1 if in 30ft):+3+1 | +15(+16)/+10(+11):+13/+8 |
Initiative |
Dex = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
c | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
c | Balance (Dex) | +0 | +4 | +0 | +4 | +8 |
c | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +6 | +3 | +0 | +0 | +9 |
X | Concentration (Con) | +0 | +0 | +0 | +0 | +0 |
x | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
c | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
c | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
c | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
c | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
c | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
c | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Handle Animal (Cha) | +8 | +2 | +0 | +0 | +10 |
X | Heal (Wis) | +0 | +2 | +0 | +2 | +4 |
X | Hide (Dex) | +7 | +3 | +0 | +0 | +10 |
c | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (nature/Nobility/Religion) (Int) | +8 | +1 | +0 | +0 | +9 |
X | Listen (Wis) | +10 | +2 | +0 | +2 | +14 |
X | Move Silently (Dex) | +6 | +3 | +0 | +2 | +11 |
c | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | +2 | +3 | +0 | +0 | +5 |
X | Search (Int) | +4 | +1 | +0 | +0 | +5 |
c | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
c | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Speak Language (n/a) | +1 | +0 | +0 | +0 | +0 |
c | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Spot (Wis) | +10 | +2 | +0 | +0 | +12 |
X | Survival (Wis) | +11 | +2 | +0 | +0 | +13 |
X | Swim (Str) | +4 | +3 | +0 | +0 | +7 |
c | Tumble (Dex) | +0 | +3 | +0 | +4 | +7 |
c | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +4 | +3 | +0 | +0 | +7 |
Where C is Cross Class and X is a Class Skill
Skill Tricks:
Skill Tricks go here
Skill Point Total 84
1st 28, 2nd 7 3rd 7 4th 7 5th 7 6th 7 7th 7 8th 7 9th 7
Languages: Common and Carnivon and is literate.
+4 for handle with this companion on things
Tricks: Seek
work
fetch
Guard
Name: Zeru
Eagle
Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: ½
Advancement: 2-3 HD (Medium)
Level Adjustment: —
These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Combat
Eagles dive at prey, raking with their powerful talons.
Skills
Eagles have a +8 racial bonus on Spot checks.
Class Level | Bonus HD | Natural Armor Adj. | Str/Dex Adj. | Bonus Tricks | Special |
1st–2nd | +0 | +0 | +0 | 1 | Link, Share Spells |
3rd–5th | +2 | +2 | +1 | 2 | Evasion |
Feats:
Point Blank Shot
Type: General
Source: Player's Handbook v.3.5
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: For Spell Casters: You gain a +1 modifier on attack and damage with rays and energy missiles at ranges of 30 feet or less. The extra damage is of the same type as the spell deals. However, spells that inflict energy drain or ability damage deal 1 extra point of negative energy damage, not an extra negative level or point of ability damage.
Precise Shot
Type: General
Source: Player's Handbook v.3.5
You are skilled at timing and aiming ranged attacks.
Prerequisite: Point Blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard penalty.
Special: For Spell Casters: You can fire a ray or energy missiles into melee without suffering the usual -4 penalty to ranged attacks.
Improved Rapid Shot
Type: General
Source: Complete Warrior
You are an expert at firing weapons with exceptional speed.
Prerequisite: Manyshot, Point Blank Shot, Rapid Shot.
Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.
Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats.
Improved Critical
Type: General
Source: Player's Handbook v.3.5
Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts.
Prerequisite: Proficient with weapon, base attack bonus +8 or higher
Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers). Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.
For Spell casters: Choose one category of weapon-like spell (ray, energy missile, or touch spell). When you use a spell of the selected category the threat range is doubled. A spell normally threatens a critical on a 20; this feat increases that range to 19-20. You can gain this feat multiple times, choosing a different weapon or category of weapon-like spell each time.
Class Abilities:Favored Enemy (Ex): 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. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Favored enemy: Undead will get +4; Aberration +2
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): 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.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
* If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
* If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
* The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
I choose
Rapid Shot
Type: General
Source: Player's Handbook v.3.5
You can use ranged weapons with exceptional speed.
Prerequisite: Point Blank Shot, Dex 13+
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see page 124, Player's Manual) to use this feat.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
Manyshot
Type: General
Sources: Player's Handbook v.3.5
You can fire multiple arrows as a single attack against a nearby target.
Prerequisite: Dex 15, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one arrow to this attack, to a maximum of four arrows at a base attack bonus of +16 or higher. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (-6 for three arrows and -8 for four).
Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage or ranger's favored enemy bonus) only once. If you score a critical hit, only the one of the arrows deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Endurance
Type: General
Source: Player's Handbook v.3.5
You are capable of amazing feats of stamina.
Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Racial Abilities:
+2 Strength, +2 Dexterity, -2 Intelligence
-Medium-size.
-Normal Speed: 30’ base speed.
-Scent (Ex): As the ability.
-Padfoot: +2 racial bonus on Listen and Move Silently.
-Unerring Balance: +4 bonus to Balance checks, +4 to Tumble checks.
-Low-light Vision
beastfolk receive an additional +4 to any saves to resist becoming infected, to recover from infection when such rolls are appropriate, and, when infected, to gaining control of the lycanthropy.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
-Masterwork Longbow, composite (+2)Bane (+3 str also) | +16/11(+17/12 for PBS+2 against humans) | 1d8(+5)(+1 with PBS if in range) | 19/20/×3 | -Piercing |
Lesser FIENDSLAYER CRYSTAL | — | 1d6(evil outsiders) | n/a | n/a |
Adamantine Axehead Arrows (+1 to attack rolls due to masterworked)(40) | n/a | n/a | x2 | P though consider slashing |
Adamantine Arrows (+1 to attack rolls due to masterworked)(40) | n/a | n/a | n/a | P |
Axehead cold iron Arrows (20) | — | — | x2 | P though consider slashing |
Silvered Arrows (40) | n/a | n/a | n/a | Piercing |
Cold Iron Arrows (40) | n/a | n/a | n/a | Piercing |
Sonic Arrows (10) | n/a | 1d3 | x2 | Piercing |
Masterworked Cold Iron Scimitar | +13/8 | 1d6 | 18-20/×2 | Slashing |
Sonic Arrow: The head of this arrow is a three inch-long cylinder that’s about ½ inch thick. The cylinder is hollowed out with a variety of holes allowing air to pass through them. Depending of the type of holes, a wide range of sound can be produced. A Craft (Musical Instrument) check needs to be made (DC 15) to produce a proper sounding sonic arrow. These arrows are primarily ?red off to warn all within earshot of it. The arrows can be made to sound like a variety of animal sounds. A Craft (Musical Instrument) check (DC 18) needs to be made to accomplish this.
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Mithral Chain shirt (+1) | +5 | +6 | 0 | 10% | 30ft | 25lb |
Masterworked Buckler +2 | +3 | n/a | 0 | 5% | 30ft | 5lb |
Slot | Item | Description |
Head | Mithral cap*part of mithral chain shirt | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Mithral chain shirt | Brief item description |
Arms | Bracers of Archery, lesser | +1 to attack rolls with range |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Backpack | over the shoulder backpack that carries items of need |
List of Items Here:Rope, Silk; Grappling Hook; Sunrod x3; Rations, trail (per day) x7; Waterskin x2; Cure light heal potion ; heal kit
Efficient Quiver x2
This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow.
Statistics of Items Here:cure light heal potion 1d8+1
FIENDSLAYER CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 5,000 gp (9th) (greater
Least: A weapon with this crystal attached deals an extra 1d6 points of damage to evil outsiders.
Lesser: As the least crystal, and the weapon is treated as good-aligned for the purpose of overcoming damage reduction.
Healing Belt x2
Price (Item Level): 750 gp per belt(3rd)
Location: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: and swift (command)
Weight: 1 lb.
This broad leather belt is studded with three moonstones. While wearing a healing belt, you gain a +2
competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn.
Spending 1 or more charges allows you to channel positive energy and heal damage
with a touch. (You can also use this ability to harm undead, dealing them an equivalent
amount of damage instead.)
1 charge : Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
Spells per Day:
???
Spell DCs:
10+???+Spell Level=???
Spells Known:
Cantrips:
Level 1:Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. When the Ranger class table indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, through meditation. A ranger may cast any spell on the ranger spell list spontaneously, provided that he can cast spells of that level.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Character History:
Darrion is from a more noble family of royal blood, when he was just 5 his mother suffered for 3 days after giving birth to his sister that he feels was wrong with the healers saying she would survive when she didn't so if something is in pain he would rather help put it out of pain. Like all the Feline beastfolk he would worship when possible Bast though at times he questions himself.
