Sypher Argentine

Ranger/Infiltrator

Description:

Sypher Argentine
Male Human (Varisian) Ranger (Infiltrator) 5
CG Medium Humanoid (human)
Init 4; Senses Perception +8
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Defense
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AC 20, touch 13, flat-footed 17 (
7 armor, 2 Dex, +1 dodge)
hp 49 (5d10
15)
Fort 5 (4 vs. hot or cold environments and to resist damage from suffocation), Ref 6, Will +1
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Offense
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Speed 20 ft.
Melee +1 Bastard sword +6 (1d10
5/19-20/x2) and
Cold Iron Bastard sword 9 (1d104/19-20/x2) and
Cold Iron Shortsword 9 (1d64/19-20/x2) and
Masterwork Bastard sword 6 (1d102/19-20/x2) and
Masterwork Shortsword 10 (1d64/19-20/x2) and
Silver Bastard sword 9 (1d103/19-20/x2) and
Silver Shortsword 9 (1d63/19-20/x2) and
Warhammer 9 (1d84/x3)
Ranged Longbow, Comp. (Str 4) +7 (1d84/x3)
Special Attacks favored enemies (giants 2, magical beasts +4)
Ranger (Infiltrator) Spells Prepared (CL 2):
1 (1/day) Lead Blades
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Statistics
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Str 18, Dex 14, Con 12, Int 10, Wis 11, Cha 12
Base Atk +5; CMB +9; CMD 22
Feats Boon Companion (Animal Companion), Dodge, Endurance, Exotic Weapon Proficiency (Bastard sword), Toughness +5, Two-weapon Fighting
Traits Monster Hunter, Reactionary
Skills Acrobatics -1 (-5 jump), Bluff +1 (
3 vs. giants, 5 vs. magical beasts), Climb +5, Escape Artist -1, Fly -1, Handle Animal +9, Heal +4, Intimidate +5, Knowledge (arcana) +1 (3 vs. giants, 5 vs. magical beasts), Knowledge (local) +5 (7 vs. giants, 9 vs. magical beasts), Knowledge (nature) +8 (10 vs. giants, 12 vs. magical beasts), Perception +8 (10 vs. giants, 12 vs. magical beasts), Ride +4, Sense Motive +0 (2 vs. giants, 4 vs. magical beasts), Spellcraft +4, Stealth +3, Survival +8 (10 vs. giants, 12 vs. magical beasts, +10 to track), Swim +5 (9 to resist nonlethal damage from exhaustion), Use Magic Device +2
Languages Common, Varisian
SQ adaptation (50 minutes/day), adaptations (adaptation: natural armor + 2), animal companion link, combat styles (two-weapon combat), hunter’s bonds (shadow mist, horse), share spells with companion, track, wild empathy
Other Gear +1 Breastplate, +1 Bastard sword, Arrows (20), Cold Iron Arrows (50), Cold Iron Bastard sword, Cold Iron Shortsword, Longbow, Comp. (Str +4), Masterwork Bastard sword, Masterwork Shortsword, Silver Bastard sword, Silver Shortsword, Warhammer, You have no money!
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Special Abilities
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Adaptation (50 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Natural Armor + 2 (Ex) Gain temporary use of various abilities
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs Favored Enemy (Giants).
Favored Enemy (Magical Beasts +4) (Ex) +4 to rolls vs Favored Enemy (Magical Beasts).
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Sypher grew up on a farm situated along Varisia’s Lost Coast. A land full of the ancient ruins of a powerful magical empire, and mystical creatures long since banished from the civilized world. It is a dangerous place to live, so it should be no surprise that Sypher developed both a fear and fascination of all things magical. All too close encounters with basilisks, giants, even the Sandpoint Devil, only enhanced this, leaving Sypher with a desire to rid such foul beasts from his homeland. To this end, he travelled to Magnimar where he began studying the creatures that roamed his homeland, and ways of slaying them. Now, years later, rumours of the Sandpoint Devil resurfacing have bought him back to his home region, and the town of Sandpoint, hoping to find solid information on the accursed creature so its reign of terror can finally be ended.


Shadow Mist
Female Horse
N Large Animal
Init 4; Senses low-light vision, scent; Perception +9
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Defense
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AC 22, touch 13, flat-footed 18 (
4 Dex, 1 size, 9 natural)
hp 52 (
30)
Fort +9, Ref +8, Will +4
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee Bite (Horse) 9 (1d47/x2) and
Hooves x2 (Horse) 9 x2 (1d67/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 24, Dex 18, Con 21, Int 2, Wis 16, Cha 10
Base Atk 3; CMB +11; CMD 25 (29 vs. Trip)
Feats Armor Proficiency (Light), Improved Natural Armor, Toughness +5
Tricks Attack [Trick], Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (
12 jump), Climb 11, Fly +2, Perception +9, Stealth +0, Swim +11
Languages
SQ attack [trick], combat riding [trick]
Other Gear Amulet of natural armor +2, You have no money!
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Special Abilities
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Attack [Trick] The animal will attack on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15
feet by sense of smell.

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Bio:

Sypher grew up on a farm situated along Varisia’s Lost Coast. A land full of the ancient ruins of a powerful magical empire, and mystical creatures long since banished from the civilized world. It is a dangerous place to live, so it should be no surprise that Sypher developed both a fear and fascination of all things magical. All too close encounters with basilisks, giants, even the Sandpoint Devil, only enhanced this, leaving Sypher with a desire to rid such foul beasts from his homeland. To this end, he travelled to Magnimar where he began studying the creatures that roamed his homeland, and ways of slaying them. Now, years later, rumours of the Sandpoint Devil resurfacing have bought him back to his home region, and the town of Sandpoint, hoping to find solid information on the accursed creature so its reign of terror can finally be ended.

Sypher Argentine

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