domenica 17 febbraio 2019

Rico, Wilderness Medic

Another character of my novel that gave me some problems was this one. In 2E, he was a fighter (later, a Mountain Man demi-ranger) who lived in the woods, didn’t cast spells, and was good with herbal medicines. I didn’t find a satisfying build for him in Pathfinder until the Wilderness Medic Archetype come out. Now this is his definitive form in the standard Pathfinder rules. He uses the Reluctant Hero mythic path from Legendary Games.
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Rico (CR 22)

Male dwarf ranger 19 (Skirmisher, Wilderness Medic)/reluctant hero 7

NG Medium humanoid (dwarf)

Init +10, amazing initiative; Senses Perception +23

Defense

AC 31, touch 18, flat-footed 28 (+8 armor, +5 deflection, +3 Dex, +5 natural); +4 dodge vs. monsters of the giant subtype (defensive training)

hp 253 (19d10+114+28)

Fort +17, Ref +14, Will +11; +7 Fort vs. hot or cold environment and suffocation (Mythic Endurance); +4 competence vs. disease, energy drain, fatigue, exhaustion and poison (magic cloak); +2 racial vs. poison, spells, and spell-like abilities (hardy); +3 vs. enchantments (common sense)

Defensive Abilities defensive training, endure elements (magic cloak), force of will, hard to kill, mythic endurance, mythic saves, recuperation, surface survivalist, toxic recovery

Offense

Speed 20 ft. (slow and steady)

Melee +5 ricochet hammer +30/+25/+20/+15 (1d4+10), +28/+28/+23/+18/+13 when fighting two–handed; +2 returning throwing axe +27/+22/+17/+12 (1d6+7, 19–20), +25/+25/+20/+15/+10 when fighting two-handed; +4 vs. quarry

Ranged +5 ricochet hammer +28/+23/+18/+13 (1d4+10), +2 returning throwing axe +25/+20/+15/+10 (1d6+7); +4 vs. quarry

Special Attacks favored enemy (aberrations, +4; monstrous humanoids, +4; evil outsiders, +4; humanoids (orcs), +2), mythic power 17/day, surge +1d10

Spell-Like Abilities (CL 19th, concentration +20)

At will (spending mythic power)- magic stone (DC 12), heat metal (DC 13), stone shape, spike stones (DC 15), wall of stone, wall of iron, elemental body (earth only)

5/day- rallying bond

1/day- commune

Statistics

Str 21, Dex 17, Con 22, Int 13, Wis 21, Cha 13

Base Atk +19; CMB +24 (+28 to sunder wooden objects [magic belt]); CMD 37 (41 vs. bull rush or trip while standing on the ground [stability])

Traits Artisan, Caretaker

Feats Close-Quarters Thrower*, Distance Thrower*, EnduranceM, Extra Path AbilityM, Live Off the Land, Master AlchemistM, Nature Soul, Pinpoint Targeting*, Precise Shot*, Quick Draw, Sense Metals and Minerals, Signature Skill (Craft/Smith), Toxic Recovery, Two-Weapon FightingM*, Weapon Focus (light hammer), Weapon Focus (throwing axe)

Skills Appraise +16, Craft (alchemy) +24, Craft (smith) +21, Craft (wood) +19, Diplomacy +16, Heal +39, Knowledge (nature) +23, Perception +23, Profession (herbalist) +33, Profession (smith) +25, Sense Motive +27, Survival +27

Languages Common, Dwarven, Undercommon

SQ camouflage, craftsman, favored terrain (forest +6, mountain +4, underground +2, urban +2), herbal medicine 8/day, herbalist training +9, hide in plain sight, hunter’s bond (allies), hunter’s tricks 14/day (aiding attack, defensive bow stance, distracting attack, hateful attack, quick healing, ranger’s counsel, skill sage, trick shot), improved quarry, industrious urbanite, path abilities (cling to life, common sense +3, critical skill, mortal herald [Earth/Metal], perfect aid , take a breather, tricks of the trade [Profession/herbalist- Craft/alchemy, Survival], trusty tool +3), quarry, rallying bond, reluctant heroics (non-combatant +3), stonecunning, swift tracker, track, woodland stride

Gear couple of +5 ricochet hammers (136,602 gp), couple of +2 returning throwing axes (36,608 gp), +5 restful studded leather armor (29,675 gp), alchemist’s lab (200 gp), amulet of natural armor +5 (50,000 gp), antidote kit (100 gp), boots of the earth (5,000 gp), comfort’s cloak (15,600 gp), cornucopia of plenty (35,000 gp), drinking horn of the panacea (12,000 gp), everburning lantern (3,000 gp), feller’s belt (12,000 gp), healer’s gloves (2,500 gp), healer’s kit (50 gp), manual of bodily health +3 (82,500 gp), ranger’s kit (9 gp), ring of inner fortitude, greater (66,000 gp), ring of protection +5 (50,000 gp), rod of metal and mineral detection (10,500 gp), staff of healing (29,600 gp), staff of the woodlands (100,400 gp), mwk survival kit (50 gp), traveler’s any-tool (250 gp), veterinarian’s kit (25 gp), vial of efficacious medicine (7,000 gp), wound paste (50 gp), 281 gp.



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