Demetrius Cedrow

Description:

PDF CHARACTER SHEET

Demetrius Cedrow
Male human fighter 1/ranger 7
CN Medium humanoid (human)
Init 3; Senses Perception +10
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Defense
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AC 23, touch 16, flat-footed 19 (
7 armor, 2 deflection, +3 Dex, +1 dodge)
hp 60 (8d10
8)
Fort 10, Ref +11, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 shortsword +12/
7 (1d6+2/19-20)
Ranged corrosive longbow 12/7 (1d8+1/×3 plus 1d6 acid)
Special Attacks combat style (archery), favored enemies (humans 2, orcs +4)
Ranger Spells Prepared (CL 4th; concentration +6)
2nd—hide campsite[APG] (DC 14)
1st—entangle (DC 13), pass without trace
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Statistics
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Str 12, Dex 16, Con 13, Int 12, Wis 14, Cha 10
Base Atk +8; CMB +11; CMD 25
Feats Agile Maneuvers, Dodge, Endurance, Far Shot, Point-blank Shot, Precise Shot, Rapid Shot, Stealthy, Weapon Finesse
Traits deft dodger, highlander (hills or mountains)
Skills Acrobatics +4 (
0 to jump), Bluff 2, Climb +6, Diplomacy +2, Disguise +4, Escape Artist +3, Handle Animal +5, Heal +8, Intimidate +6, Knowledge (geography) +12, Knowledge (nature) +12, Perception +10, Profession (soldier) +6, Ride +4, Sense Motive +3, Stealth +14 (16 in hilly or rocky areas), Survival 11 (13 to avoid becoming lost when using this), Swim +4; Racial Modifiers highlander (hills or mountains)
Languages Common, Elven
SQ favored terrain (forest +2), hunter’s bond (companions), track +3, wild empathy +7, woodland stride
Combat Gear potion of fly, potion of gaseous form, potion of invisibility, potion of jump, potion of protection from arrows 10/magic, alchemist’s fire, antitoxin, healer’s kit, large scorpion venom, oil, tanglefoot bag; Other Gear +1 elven chain, +1 shortsword, corrosive longbow, cloak of resistance +2, ring of protection +2, bedroll, blanket, climber’s kit, compass, disguise kit, fishhook, flint and steel, hooded lantern, ink, black, masterwork backpack, paper, signal whistle, silk rope (50 ft.), trail rations (5), waterskin, sapphire gems (worth 4,000 gp, 0.1 lb), 974 gp, 5 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Orcs +4) (Ex) +4 to rolls vs. Favored Enemy (Orcs) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30’ as move action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Bio:

Demetrius Cedrow

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