THOLYR CR 4
Male Dwarf Ranger 2 Rogue 3
CG Medium Humanoid (Dwarf)
Init +7; Senses Darkvision; Perception +9
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 53 (2d10+3d8+15)
Fort +6, Ref +9, Will +3
Defensive Abilities Defensive Training, Evasion, Trap Sense
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OFFENSE
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Spd 20 ft.
Melee Masterwork Handaxe +6 (1d6/20/x3) and
Swamplight +6 (1d6+1/19-20/x2) and
Unarmed Strike +7 (1d3/20/x2)
Ranged Crossbow, Light +7 (1d8/19-20/x2)
Special Attacks Sneak Attack +2d6
Ranger Spells Known (CL 0, 4 melee touch, 7 ranged touch):
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STATISTICS
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Str 10, Dex 16, Con 14, Int 13, Wis 13, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Improved Initiative, Rogue Weapon Proficiencies, Skill Focus: Survival, Toughness +5, Two-weapon Fighting, Weapon Finesse
Traits Armor Expert, Into Enemy Territory: Will Save
Skills Acrobatics +7, Appraise +5, Bluff +7, Climb +6, Diplomacy +5, Disable Device +10, Escape Artist +7, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Geography) +6, Knowledge (Local) +5, Knowledge (Nature) +6, Perception +9, Sense Motive +6, Sleight of Hand +7, Stealth +19, Survival +11, Swim +4, Use Magic Device +7
Languages Common, Dwarven, Goblin
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Greed, Hardy +2, Hatred +1, Ring of Chameleon Power, Slow and Steady, Stability +4, Stonecunning +2, Track +1, Trapfinding +1, Wild Empathy +2 (Ex)
Combat Gear +2 Shadow Chain Shirt, Bolts, Crossbow (30), Crossbow, Light, Masterwork Handaxe, Swamplight; Other Gear Bedroll, Boat, Folding, Caltrops, Case, map or scroll (empty), Crowbar, Flask, Flint and steel, Hammer, Handy Haversack (15 @ 32.5 lbs), Pouch, belt (2 @ 3 lbs), Rations, trail (per day) (5), Ring of Chameleon Power, Rope, silk (50 ft.), Thieves' tools, Waterskin, Whetstone
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ring of Chameleon Power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings.
This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants. (Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility; Price 12,700 gp.)
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 +1 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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