Jeremiah Leopard

Ranger of Leopard's Pride

Description:

Human (urban) ranger 14
CG Medium humanoid (human)
Init + 4; Senses ; Perception + 19

DEFENSE
AC 26 (31), touch 17, flat-footed 22 (27) (+ 9 armor, + 3 deflection, + 4 Dex) (+ 4 natural, + 1 shield)
hp 95.5 (14d10+ 14)
Fort + 12, Ref + 15, Will + 8
Defensive Abilities evasion

OFFENSE
Speed 30 ft.
Melee + 1 short sword + 19/+ 14/+ 9 (1d6+ 3/19–20x2)
Two Weapons + 1 cold iron short sword and + 1 mithral short sword + 17/+ 17/+ 12/+ 12/+ 7 (as above)
Ranged + 2 composite (2) longbow + 21/+ 16/+ 11 (1d8+ 4/×3)
Special Attacks favored enemy (humans + 2, evil outsiders + 4, giants + 4), quarry
Ranger Spells Prepared (CL 11th; concentration + 13)
4th—Blessing of the Salamander
3rd—Blessing of the Mole
2nd—Barkskin, Stone Call, Versatile Weapon
1st—Detect Poison, Gravity Bow, Longstrider, Resist Energy

TACTICS
Before Combat
During Combat

STATISTICS
Str 14, Dex 19, Con 12, Int 10, Wis 14, Cha 13
Base Atk + 14; CMB + 16; CMD 30
Feats Combat Reflexes, Deadly Aim, Improved Two-Weapon Fighting b, Manyshot, Point-Blank Shot, Precise Shot, Quick Draw b, Rapid Shot, Snap Shot, Two-Weapon Defense b, Two-Weapon Fighting b, Weapon Finesse, Weapon Focus (bows) b
Skills (Ranks 84; Background 28; Favorite (ranger and human) 28)
Climb + 18 (14), Craft (bows) + 10 (7), Craft (traps) + 7 (4), Disable Device + 20 (14), Heal + 12 (7), Intimidate + 18 (14), Knowledge (dungeoneering) + 8 (5), Knowledge (local – Silver Marches) + 10 (7), Perception + 19 (14), Profession (solider) + 12 (7), Ride + 11 (7), Spellcraft + 8 (5), Stealth + 20 (14), Survival + 19 (14), Swim + 11 (7)
Languages Chondathan, Common
SQ Blend In, Combat style (2 weapon fighting)Favored Community (+ 2 Everlund, + 4 Silverymoon), Hunter’s bond (leopard), Push Through, Swift tracker, Track + 7, Trapfinding + 7, wild empathy + 15
Combat Gear potions of cure serious wounds (2), potion of fly, potion of haste, scrolls of neutralize poison (2), wand of cure moderate wounds (20 charges);
Other Gear + 3 mithral breastplate, + 1 cold iron short sword, + 1 mithral short sword, masterwork composite longbow (+ Str) with 20 arrows, cloak of resistance + 2, ring of protection + 3

Spots

N Medium animal (leopard)
Init + 6; Senses low-light vision, scent; Perception + 5
DEFENSE
AC 23, touch 16, flat-footed 17 (+ 6 Dex, + 7 natural)
hp 76.5 (9d8+ 36)
Fort + 9, Ref + 12, Will + 4; + 4 morale bonus on Will saves against enchantment
Special Defenses Evasion
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite + 12 (1d6+ 5 plus grab), 2 claws + 12 (1d3+ 5)
Special Attacks pounce, rake (2 claws + 12, 1d3+ 5)
STATISTICS
Str 20, Dex 22, Con 16, Int 2, Wis 12, Cha 6
Base Atk + 6; CMB + 11 (+ 15 grapple); CMD 27 (31 vs. trip)
Feats Acrobatic Steps, Combat Reflexes, Multiattack b, Nimble Moves, Skill Focus (Stealth), Weapon Finesse
Skills (Ranks 9)
Acrobatics + 10 (1), Climb + 17 (1), Perception + 5 (1), Stealth + 17 (+ 21 in undergrowth) (5), Survival + 5 (1); Racial Modifiers + 4 on Stealth in undergrowth
Tricks Attack II, Come, Down, Fetch, Heel, Seek, Stay, Track
SQ Devotion, Link, share spells
SPECIAL ABILITIES
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Bio:

Jeremiah Leopard

Heroes of the Realms Oversight