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    Tyrek (D&D) temple of evil cs

    The Correct one

    Name : Tyrek
    Class : Warrior
    Race : Human
    Gender : Male
    Kit/Specialty : Ranger

    Tyrek is a Human Male Ranger from the White Forest region of North Umber, specializing in the short ash hunting bow. He grew up in the mountain forests of North Umber, the only child of Grace and Torek, but surrounded by cousins, aunts, uncles, etc. His village was small, only about a hundred residents, but when the Orc villages started encroaching on their territory, Tyrek and about three dozen other men from his village went to negotiate distinct map borders. The negotiations went poorly, mainly because the Orcs are nomadic and tribal with no single leader. Someone, it is unknown whether it was human or Orc first, pulled a blade, and a battle erupted. Several humans escaped, fleeing back to the village, but Tyrek and about a dozen others were captured and sent to the Orc prison camp. He is an excellent bowyer, but only moderately experienced as a fletcher/arrowsmith.


    Striker; strikers excel at focused damage- lots of damage to a single target at a time

    Combat Style; Archery (Defensive Mobility)

    Ranger level 5 (skill points 40) Archer
    Init +5;
    Senses Low-light Vision;
    Perception +9

    DEFENSE AC 19,
    Touch 15, flat footed 14 (+ Leather, + Shield, none)
    (+5 Dex, +2 Natural, +2 armour)

    hp 47 (0d8+5d10+15+5);
    Fort +7, Ref +9, Will +5
    Immunity to sleep, Resistance to Enchantment +2sv
    OFFENSE Speed 30

    Melee :Single Attack Longsword +8 (1d8+4/19-20) or Shortbow +10 (1d6 X3)
    Full Attack Longsword +8 (1d8+4/19-20) or Shortbow +10 (1d6 X3) range 70
    Space 5ft.; Reach 5ft.

    Special Attacks
    Favored Enemy Number of Favored enemies = 2

    Spells Known:
    Ranger Spells
    Level 1 (2) DC 15
    Alarm(Abjuration)[ ] X 2
    V,S, F/DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level (D)
    SV None Area: 20-ft.-radius emanation centered on a point in space
    Description: Wards an area for 2 hours/level.

    1st level Ranger Spells;
    Animal Friendship
    Delay Poison
    Detect Animals or Plants
    Detect Snares and Pits
    Entangle
    Magic Fang
    Pass Without Trace
    Read Magic
    Resist Elements
    Speak With Animals
    Summon Natures Ally (I)
    *
    2nd Level Ranger Spells
    Animal Messenger
    Cure Light Wounds
    Detect Chaos/Evil/Good/Law
    Hold Animal
    Protection From Elements
    Sleep
    Snare
    Speak With Plants
    Summon Natures Ally (II)

    STATISTICS
    Str:13 (+1)
    Int:10 (+0)
    Wis:14 (+2)
    Dex:18 (+4)
    Con:10 (+1)
    Chr:10 (+1)

    Base Attack 5 CMB 8; CMD 23

    Feats
    Armour Prof Light,
    Armour Prof Medium,
    Endurance: +4 on checks to resist non-lethal damage,
    Martial Weap Prof,
    Shield Proficiency: Can use shields,
    Simple Weapon Proficiency

    Skills
    Climb 9,
    Craft Bowyer 10,
    Diplomacy 0,
    Handle Animal 7,
    Heal 10,
    Intimidate 1,
    Know Dungeon 7,
    Know Geography 8,
    Know Nature 10,
    Perception 9,
    Ride 11,
    Stealth 13,
    Survival 12,
    Swim 3

    A Ranger can Track (like the feat). Using the Wilderness Lore check, a Ranger can find/follow a creatures trail even on Hard Ground like an indoor hallway.

    A Ranger's Class Skills include;
    Animal Empathy,
    Climb,
    Concentration,
    Craft,
    Handle Animal,
    Heal,
    Hide,
    Intuit Direction,
    Jump,
    Knowledge,
    Listen,
    Move Silently,
    Profession,
    Ride,
    Search,
    Spot,
    Swim,
    Use Rope,
    Wilderness Lore
    Woodland Stride : 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.

    Languages
    Common, Elven

    ECOLOGY
    Environment, Any Organization
    Treasure, Standard

    SPECIAL ABILITIES
    Favoured Terrain +2 bonus on init, know geog, Perception, Stealth, Survival
    in selected terrain 1
    Hunters Bond Either animal companion or bond with party that allows 1/2 fav enemy bonus to be added to party
    Trap Sense Reflex save and AC when dealing with traps bonus 1
    Wild Empathy Improve attitude of an animal
    _________________________
    Last edited by Frank Castle; 01-12-2012 at 04:59 PM.

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