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/+12/+14; Senses Perception +15/+17/+19
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 on Fort saves vs. hot or cold environment and suffocation (Endurance); +4 competence bonus vs. disease, energy drain, fatigue, exaustion and poison (magic cloak); +2 racial bonus 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; DR 2/adamantine
Offense
Speed 20 ft.
Melee +4 ricochet hammer +29/+24/+19/+14 (1d4+9), +27/+27/+22/+17/+12 when fighting two–handed; +1 returning throwing axe +26/+21/+16/+11 (1d6+6, 19–20), +24/+24/+19/+14/+9 when fighting two–handed; +2 dagger +26/+21/+16/+11 (1d4+7, 19–20); staff of the woodlands +26/+21/+16/+11 (1d6+7/1d6+7); +4 vs. quarry
Ranged +4 ricochet hammer +27/+22/+17/+12 (1d4+9), +1 returning throwing axe +24/+19/+14/+9 (1d6+6); +2 dagger +24/+19/+14/+9 (1d4+7, 19–20); +4 vs. quarry
Special Attacks favored enemy (aberrations, +4; monstrous humanoids, +4; evil outsiders, +4; humanoids (orcs), +2; undead, +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)
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 Bounty of the Forest, Close–Quarters Thrower*, Distance Thrower*, Precise Shot*, EnduranceM, Extra Path AbilityM, Forester, Master AlchemistM, Nature Soul, Pinpoint Targeting*, Quick Draw, Signature Skill (Craft/Smith), Toxic Recovery, Two–Weapon FightingM*, Weapon Focus (light hammer), Weapon Focus (throwing axe)
Skills Appraise +9, Climb +16, Craft (smith) +16, Craft (wood) +12, Diplomacy +9, Disable Device +11, Handle Animal +12, Heal +21, Knowledge (local) +8/+12, Knowledge (nature) +15/+17/+19/+21/+23/+25, Knowledge (religion) +8/+18, Linguistics +8, Perception +15/+17/+19, Profession (herbalist) +19, Profession (smith) +17/+21, Sense Motive +12/+16, Stealth +13/+15/+17, Survival +28/+30/+32/+36/+38/+40/+42
Languages Common, Dwarven, Elven, Halfling, Sylvan, Undercommon
SQ amazing initiative +7, camouflage, craftsman, herbal medicine 8/day, hide in plain sight, hunter’s tricks 14/day (aiding attack, defensive bow stance, distracting attack, greater ranger’s counsel, quick healing, ranger’s counsel, skill sage, trick shot), improved quarry, industrious urbanite, quarry, rallying bond 5/day, reluctant heroics (non–combatant +3), path abilities (cling to life, common sense +3, critical skill, mortal herald [Earth/Metal], perfect aid +4, take a breather, tricks of the trade [Profession/herbalist– Heal, Survival], trusty tool +3), swift tracker, track, woodland stride
Gear couple of +4 ricochet hammers (148,602 gp), couple of +1 returning throwing axes (16,608 gp), +2 dagger (8,302 gp), +5 poison–resistant restful trackless studded leather armor (39,425 gp), all tools vest (1,800 gp), ambrosia (10,000 gp), amulet of natural armor +5 (50,000 gp), antidote kit (100 gp), mwk artisan’s tools (Alchemy, Smith, Wood, 165 gp), boots of the earth (5,000 gp), comfort’s cloak (15,600 gp), cornucopia of plenty (35,000 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), nectar of the gods (5,000 gp), 4 potions of cure serious wounds (2,400 gp) ranger’s kit (9 gp), ring of inner fortitude, greater (66,000 gp), ring of protection +5 (50,000 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), wound paste (50 gp), 564 gp in coins and gems.


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