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