Name: Hunter Sopko
Race: Human
Level: Ranger 6/ Fighter 4/ Cyberninja 2 (Physical 4, Mental 2)
Total level 12
Total Exp: 45,000
Next Level: 55,000
Exp left: 10000
Hero Points 0
Money: $0
HP: 120/120 (84 HP, 24 Con, 12 Imp. Toughness (1/per level)
Death HP: -26 (-10 HP –14 BAB –2 Con)
Strength: 16 (+3)
Dexterity: 12 (+1) w/gloves 14 (+2)
Constitution: 14 (+2)
Charisma: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Initiative: +6 (+4 Imp Init, +2 Dex)
Speed 30 feet
AC 18 (10 +5 Chain shirt, +1 armlets, +2 dex)
BAB +14/+7/+4 (+6 ranger, +4 fighter,+2 cyberninja, +2 cyberninja physical upgrade)
ATTACKS: (+4 damage to humans on all attacks, +2 damage to all Hummers on all attacks)
+4 Longsword: Attack roll (+22/+17/+12) (14/7/4 BAB 3 Str 1 Weapon Focus, 4 Magic), damage 1d8+9 (3 Str, 2 WS, 4 Magic), crit 17-20x2 (Imp. Crit), slashing
+2 Longsword: Attack roll (+18/+13)/+8 (14/7/4 BAB 1 Str 1 Weapon Focus, 2 Magic), damage 1d8+5 (1 Str, 2 WS, 2 Magic), crit 17-20x2 (Imp. Crit), slashing
Masterwork Kukri: Attack roll +18/+13/+8 (14/7/4 BAB 3 Str, 1 MW), damage 1d4+1 (1 Str), crit 18-20x3, slashing
-2/-2 when using two weapons at once
-4/-4 when using two large weapons at once.
Saving Throws
Fort +14 (12 base 2 Con)
Ref +8 (6 base 2 Dex)
Will +4 (3 base 1 Wis)
Feats:
Improved Initiative (+4 Init)
Weapon Focus (Longsword) (+1 to hit with longswords)
Track (Can use Wilderness Lore skill to track things) (Special from Ranger)
Two Weapon Fighting (Special from Ranger)
Imp. Two Weapon Fighting (Special from Ranger)
Endurance (+4 on check done over a period of time) (Special from Ranger)
Combat Expertise (Subtract from BAB to add to AC, up to +5)
Leadership
Improved Toughness (+7 HP, +1 HP every level after)
Improved Critical: Longsword (Doubles threat range for longswords)
Diehard (Keep consciousness even when at negative HP)
Weapon Specialization: Longsword (+2 to damage with LS)
Power Attack (Subtract from BAB, add to damage)
Skills: (Max Ranks Class: 15, Cross: 7)
Bluff +14 (13 ranks, 1 Cha) +22 when asked about the Lab
Climb +6 (4 ranks 2 Str)
Concentration +5 (3 ranks 2 Con)
Cyberaffinity +16 (15 ranks, 1 Cha)
Diplomacy +13 (10 ranks 1 Cha 2 Synergy)
Disguise +6 (5 ranks 1 Cha)
Handle Animal +7 (6 ranks 1 Cha)
Heal +7 (6 ranks 1 Wis)
Innuendo +4 (3 ranks 1 Wis)
Jump +9 (7 ranks 2 Str)
Knowledge Lore (Law) 1 rank
Knowledge Lore (Nobility and Royalty) 1 rank
Knowledge Lore (Geography) 3 ranks
Knowledge Lore (Religion) 1 rank
Knowledge Lore (Technology) 3 ranks
Listen +10 (9 ranks 1 Wis)
Profession: Janitor +1 (1 rank)
Profession: Trader +9 (8 ranks 1 Wis)
Ride +7 (6 ranks 1 Dex)
Search +10 (7 ranks 3 Int)
Sense Motive +11 (10 ranks 1 Wis)
Spot +10 (9 ranks 1 Wis)
Survival +6 (5 ranks 1 Wis)
Swim +6 (4 ranks 2 Str)
Synergies:
+2 to Diplomacy Checks (5 Sense Motive Ranks)
+2 to Survival Checks when tracking (5 Search Ranks)
+2 to Ride checks (5 Handle Animal Ranks)
+2 to Tumble checks (5 Jump Ranks)
Special:
Favored Enemy (Humans) (+4 bonus on skill checks (Bluff, Listen, Sense Motive, Spot, and Survival) and damage rolls against humans)
Favored Enemy (Hummers) (+2 bonus on skill checks (Bluff, Listen, Sense Motive, Spot, and Survival) and damage rolls against Hummers)
Cyberninja Upgrade: Physical (4)- +4 to three skills. Weapon Proficiency (Whittyre). +2 BAB. +2 Str
Cyberninja Upgrade: Mental (2)- +2 skill points/level, retroactively. +2 Int.
Languages:
Common
Elvin
Equipment:
Equipped Items:
Weapon: RH- +4 Longsword. LH- +2 Longsword Shield: None
Clothing: Chain Shirt +1 Head: Mad Plot Telekinesis Circlet
Neck: None Cloak: None
Ring 1: Energy Resistance (Electricity DR/15) Ring 2: Evasion
Bracers: Light Armlets Gloves: Gloves of Dexterity +2
Boots: Boots of Levitation
Elvin Enhanced Longsword (1d8+1, +1 to hit, med, slash, 19-20x2)
Elvin Masterwork Kukri (1d4, +1 to hit, small, slash, 18-20x3)
Chain Shirt (4 AC, max dex +4, -2 check. no speed penalty)
Armlets (1 AC if using light armor)
3 Healer’s Kit
Mad Plot Telekinesis Circlet
Clothes on his back
2 Thunderstones
1 Tanglefoot Bags
2 Smokesticks
2 Acid Flasks
2 Alchemist fires