Created using PCGen 5.10.1 on Mar 11, 2007

Urdos Thunderhammer Stijn Chaotic Good None -1 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Ranger7 23850 Dwarf Medium / 5 ft. 4' 4" 193 lbs. Darkvision (60')
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
7 28000 57 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
18 +4 18 +4
DEX
Dexterity
16 +3 16 +3
CON
Constitution
16 +3 16 +3
INT
Intelligence
11 +0 11 +0
WIS
Wisdom
13 +1 13 +1
CHA
Charisma
11 +0 11 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
65




  
Walk 20 ft.
AC
Armour Class
17 : 14 : 13 = 10 + 4 + 0 + 3 + 0 + 0 + 0
10 +0 +6 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+7/+2

SKILLS MAX
RANKS
10/5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 0 = 0
+ 0.0
+ 0
  Balance DEX 5 = 3
+ 2.0
+ 0
  Bluff CHA 0 = 0
+ 0.0
+ 0
  Climb STR 6 = 4
+ 2.0
+ 0
  Concentration CON 3 = 3
+ 0.0
+ 0
  Craft (Bowmaking) INT 4 = 0
+ 4.0
+ 0
  Craft (Untrained) INT 0 = 0
+ 0.0
+ 0
  Diplomacy CHA 0 = 0
+ 0.0
+ 0
  Disguise CHA 0 = 0
+ 0.0
+ 0
  Escape Artist DEX 3 = 3
+ 0.0
+ 0
  Forgery INT 0 = 0
+ 0.0
+ 0
  Gather Information CHA 3 = 0
+ 3.0
+ 0
  Handle Animal CHA 6 = 0
+ 6.0
+ 0
  Heal WIS 3 = 1
+ 2.0
+ 0
  Hide DEX 6 = 3
+ 3.0
+ 0
  Intimidate CHA 0 = 0
+ 0.0
+ 0
  Jump STR -2 = 4
+ 0.0
+ -6
  Listen WIS 7 = 1
+ 6.0
+ 0
  Move Silently DEX 7 = 3
+ 4.0
+ 0
  Ride DEX 9 = 3
+ 4.0
+ 2
  Search INT 2 = 0
+ 2.0
+ 0
  Sense Motive WIS 1 = 1
+ 0.0
+ 0
  Spot WIS 10 = 1
+ 7.0
+ 2
  Survival WIS 9 = 1
+ 8.0
+ 0
  Swim STR 4 = 4
+ 0.0
+ 0
  Use Rope DEX 5 = 3
+ 2.0
+ 0
  Use Technological Device INT 4 = 0
+ 4.0
+ 0
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+8 = +5 + +3 + +0
+ +0
+ +0
+
Reflex
Dexterity
+8 = +5 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+3 = +2 + +1 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+11/+6 = +7/+2
+ +4 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+10/+5 = +7/+2
+ +3 + +0
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+11/+6 = +7/+2
+ +4 + +0
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+11/+6
1d3+4
20/x2

Longbow (Composite/Shock/Masterwork/+3)
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +13/+8
+12/+7
+10/+5
+8/+3
+6/+1
 Dam 1d8+4 1d8+3 1d8+3 1d8+3 1d8+3
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 STR bonus to damage, +1d6 electricity damage bestowed on ammunition

*Longbow +1 (Composite/+4)
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +13/+8
+12/+7
+10/+5
+8/+3
+6/+1
 Dam 1d8+6 1d8+5 1d8+5 1d8+5 1d8+5
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Light Scope, STR bonus to damage

Warhammer
HAND TYPE SIZE CRITICAL
Carried
B
M
20/x3
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +11/+6
+7/+2
+11/+6
+5/+0
+7/+2
+1
 Dam 1d8+4
1d8+2
1d8+6
1d8+4
1d8+4
1d8+2
 Special Properties  

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Mithral Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
30hp/inch and 15 hardness

TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES




PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.10.1 on Mar 11, 2007

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Arrow
Backpack
210
0.15
0.05
 Longbow (Composite/Shock/Masterwork/+3)
(STR bonus to damage, +1d6 electricity damage bestowed on ammunition)
Efficient Quiver
1
3
2700
 Backpack
Equipped
1
2
2
 Bedroll
Backpack
1
5
0.1
 Blanket (Winter)
Backpack
1
3
0.5
 Boots of the Winterlands
Equipped
1
1
2500
 Efficient Quiver
Equipped
1
2
1800
 Flint and Steel
Backpack
1
0
1
 Goggles INT -2, WIS -2
(Enhancement bonus to ability INT|-2)
Equipped
1
0
0
 Longbow +1 (Composite/+4)
(Light Scope, STR bonus to damage)
Equipped
1
3
2990
ITEM LOCATION QTY WT. COST
 Medallion Skill Bonus (Competance) (Spot +2)
(Competance bonus to selected skillof Spot|+2)
Equipped
1
0
400
 Mithral Shirt
(30hp/inch and 15 hardness)
Equipped
1
10
1100
 Cold Weather Outfit
( +5 circumstance bonus on Fort saves vs cold)
Backpack
1
7
8
 Traveler's Outfit
Equipped
1
5
0
 Potion of Cure Light Wounds
Backpack
3
0
50
 Rations (Trail/Per Day)
Backpack
10
1
0.5
 Rope (Silk/50 Ft.)
Backpack
1
5
10
 Signal Whistle
Backpack
1
0
0.8
 Warhammer
Carried
1
5
12
 Waterskin (Filled)
Backpack
1
4
1
TOTAL WEIGHT CARRIED/VALUE   79.5 lbs. 11690.9 gp
WEIGHT ALLOWANCE
Light 100 Medium 200 Heavy 300

MONEY
Use Technological Device (Int, Trained Only). Though there are a nearly infinite multitude of individually-crafted devices in the world, most operate on what tinkers call the “tinkerer principal” — one device might be more complex than another, but if an operator familiar with technology starts pulling levers and twisting knobs, he’ll figure out how to operate the new device soon enough… provided that it doesn’t explode first. If a device does not provide a specific DC for its operation, the GM may set a DC for a Use Technological Device check based on the complexity of the device. The table below provides guidelines for these checks. Technological devices used as weapons may require an Exotic Weapon Proficiency feat and attack rolls instead of or in addition to Use Technological Device checks. Other devices, such as vehicles, may require special proficiencies to operate. A character lacking the required proficiencies suffers a –4 penalty on Use Technological Device checks when attempting to operate a device. Untrained: Those who have never studied technological devices find them difficult to understand and operate. All Use Technological Device checks made by characters untrained in the skill suffer a –2 penalty.<br />Table: Use Technological Device Check DCs<br />DC Device Complexity Example<br />5 Extremely simple devices Initiating the operation of self-operating devices<br />10 Simple devices Alarm system<br />12 Simple devices with volatile Explosives<br /> components<br />15 Moderately complex but common Shredder<br /> devices<br />20 Complex devices requiring aim, Grapple gun<br /> precision or timing<br />25 Complex devices requiring constant Gyrocopter<br /> supervision or adjustment<br />30 Intricate devices that require prior Calculating device<br /> planning and supervision to<br /> operate<br />

MAGIC
Light Scope: This small device comes with clamps to fit on top of any firearm. Operation: When activated (a DC 15 Use Technological Device check that takes a move action), the device shoots a tiny, focused beam of light down the barrel. When the dot hits the target, the target is within sights. The scope gives the user +2 circumstance bonus on attack rolls. The light is only detectable by the target if it hits her eyes, or if someone nearby notices it with a DC 15 Spot check. It takes 1 round to power up the light scope, and it operates for 1 round. Fuel: The light scope uses 1 vial of phlogiston for every 6 uses. HR 1; 3 hp; Size Diminutive; Weight 2 lb.; MR 3; TS 4; Craft DC 24; Price 190 gp.<br />Goggles: these permanently attached goggles make Urdos look a bit like a technological freak while he is exactly the opposite. Due to an accident experimenting with new fueled arrows, his native eyesight was pretty much lost to him. However his father, the local artificer (and the one who wanted him to test those cursed arrows in the first place) could recover his keen sight at a cost - while Urdos doesn't realize it, the goggles that re-enabled him to see cost him quite a bit in terms of brainpower.<br />

LANGUAGES
Common, Dwarven
PROFICIENCIES
Axe (Throwing), Battleaxe, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells(Ray), Spiked Armor, Sword (Bastard), Sword (Short), Trident, Unarmed Strike, Urgrosh (Dwarven), Waraxe (Dwarven), Warhammer
SPECIAL ABILITIES
+1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +2 racial bonus on saving throws against poison., +2 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Animal Companion (Ex), Archery Combat Style, Favored Enemy (Humanoid (Goblinoid)) +2, Favored Enemy (Humanoid (Orc)) +4, Stability, Stonecunning, Wild Empathy (Ex) +9, Woodland Stride (Ex)
FEATS
NAME DESCRIPTION
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Endurance You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.
Martial Weapon Proficiency Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Track To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
Manyshot As a standard action, you may fire many arrows at a single opponent within 30 feet.
Rapid Shot You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
Archery Combat Style
Favored Bonus__Humanoid_Orc
Favored Enemy (Humanoid (Goblinoid))
Favored Enemy (Humanoid (Orc))
All Automatic Proficiencies
All Martial Weapon Proficiencies
Basic Favored Enemy
Wild Empathy

Created using PCGen 5.10.1 on Mar 11, 2007

Ranger Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 2 0 0 0
LEVEL 1
Alarm
DC: 12
Save: None
Time: 1 standard action
Duration: 6 hours [D]
Rng: Close (30 ft.)
Comp: V, S, F/DF
SR: No
School: Abjuration
☐☐☐
Effect:  Wards an area for 6 hours.
Source:  SpellsA-B.rtf
Target Area:   20-ft.-radius emanation centered on a point in space
Caster Level:   3
Animal Messenger
DC: 12
Save: None; see text
Time: 1 standard action
Duration: 3 days
Rng: Close (30 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  Sends a Tiny animal to a specific place.
Source:  SpellsA-B.rtf
Target Area:   One Tiny animal
Caster Level:   3
Calm Animals
DC: 12
Save: Will negates; see text
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Calms 2d4 + 3 HD of animals.
Source:  SpellsC.rtf
Target Area:   Animals within 30 ft. of each other
Caster Level:   3
Charm Animal
DC: 12
Save: Will negates
Time: 1 standard action
Duration: 3 hours
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Makes one animal your friend.
Source:  SpellsC.rtf
Target Area:   One animal
Caster Level:   3
Delay Poison
DC: 12
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Stops poison from harming subject for 3 hours.
Source:  SpellsD-E.rtf
Target Area:   Creature touched
Caster Level:   3
Detect Animals or Plants
DC: 12
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes [D]
Rng: Long (520 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects kinds of animals or plants.
Source:  SpellsD-E.rtf
Target Area:   Cone-shaped emanation
Caster Level:   3
Detect Poison
DC: 12
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects poison in one creature or small object.
Source:  SpellsD-E.rtf
Target Area:   One creature, one object, or a 5-ft. cube
Caster Level:   3
Detect Snares and Pits
DC: 12
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Reveals natural or primitive traps.
Source:  SpellsD-E.rtf
Target Area:   Cone-shaped emanation
Caster Level:   3
Endure Elements
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Exist comfortably in hot or cold environments.
Source:  SpellsD-E.rtf
Target Area:   Creature touched
Caster Level:   3
Entangle
DC: 12
Save: Reflex partial; see text
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Long (520 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Plants entangle everyone in 40-ft.-radius circle.
Source:  SpellsD-E.rtf
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   3
Hide from Animals
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 30 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals can't perceive 3 subjects.
Source:  SpellsH-L.rtf
Target Area:   3 creatures touched
Caster Level:   3
Jump
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject gets bonus on Jump checks.
Source:  SpellsH-L.rtf
Target Area:   Creature touched
Caster Level:   3
Longstrider
DC: 12
Save: None
Time: 1 standard action
Duration: 3 hours [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Increases your speed.
Source:  SpellsH-L.rtf
Target Area:   You
Caster Level:   3
Magic Fang
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  One natural weapon of subject creature gets +1 on attack and damage rolls.
Source:  SpellsM-O.rtf
Target Area:   Living creature touched
Caster Level:   3
Pass without Trace
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  3 subjects leaves no tracks.
Source:  SpellsP-R.rtf
Target Area:   3 creatures touched
Caster Level:   3
Read Magic
DC: 12
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  Read scrolls and spellbooks.
Source:  SpellsP-R.rtf
Target Area:   You
Caster Level:   3
Resist Energy
DC: 12
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Ignores first 10 points of damage/attack from specified energy type.
Source:  SpellsP-R.rtf
Target Area:   Creature touched
Caster Level:   3
Speak with Animals
DC: 12
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can communicate with animals.
Source:  SpellsS.rtf
Target Area:   You
Caster Level:   3
Summon Nature's Ally I
DC: 12
Save: None
Time: 1 round
Duration: 3 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  Calls creature to fight.
Source:  SpellsS.rtf
Target Area:   One summoned creature
Caster Level:   3
* = Domain/Specialty Spell


Created using PCGen 5.10.1 on Mar 11, 2007

Prepared Spells
Ranger
Level 1
Calm Animals (DC:12)
Speak with Animals (DC:12)
* = Domain/Specialty Spell

Created using PCGen 5.10.1 on Mar 11, 2007

Notes
Character Sheet Notes