Finver+Sheet

Finver's Sheet
Heroic Path -** [|Quickened]
 * Race** - Human
 * Class -** Fighter / Ranger
 * Level** - 9 / 1
 * Prestige Class -
 * Alignment** - NG

Str - 20 (+5) Dex - 20 (+5)** (+2 Quickened) Int - 8 (-1) Wis - 14 (+2) Cha - 10 (+0)**
 * __Abilities and Modifiers__
 * Con - 18 (+4)


 * HP = 158** (9d10 + 1d8 + Con +4x10)


 * AC =** **25** (+5 Studded leather +3) (Dex +5) (+2 Dodge from Quickened)

- Melee +15/+10**
 * __Base Attack Bonus__ +10/+5
 * **+2 Fire and Ice** (2-bladed Sword) - (3 Att.) +20/+15/+10/+5 1d8+10 dmg (17-20/x2) (+2d10 Fire or Ice on Critical Strike) (+2 att. Greater Weapon Focus, +2 dmg Weapon Specialization, Extra attack Improved 2-weapon fighting, +1 att. and dmg. Grenadier-2 Two-weapon fighting) (+4 Bullrush)
 * **Paired Battle Axes** - (2 Att) +15/+10 1d8+5 dmg (x3)


 * - Ranged +14/+9**
 * **Mighty Composite Bow** (+5 Str) - +15/+10 1d8+5 dmg


 * Initiative +6** (+2 Quickened)


 * Speed = 40**

Reflex +9 (+5) Will +5 (+2)**
 * __Saves__**
 * Fort +12 (+4)

__**Feats -**__ 12 (1 bonus, 1 human, 1 Ranger, 4 level 10, 5 fighter bonus) - Two-weapon Fighting
 * - Track (ranger bonus)
 * - Combat Expertise (-5 att. => +5 AC)


 * - Improved Two-Weapon Fighting
 * - Exotic Weapon Proficiency (2-Bladed Sword)
 * - Power Attack
 * - Cleave
 * - Improved Bull Rush
 * - Improved Critical (2-Bladed Sword)
 * - Weapon Focus (2-Bladed Sword)
 * - Weapon Specialization (2-Bladed Sword)
 * - Greater Weapon Focus (2-Bladed Sword)
 * - Grenadier (+1 att. and dmg. w/slahing weapons)

__**Special Abilities**__ (all including racial and class)
 * R - Favored Enemy
 * R - Track feat
 * R - Wild Empathy
 * Q - +2 bonus to initiative
 * Q - +1 dodge bonus to AC
 * Q - Fast Movement +5 ft
 * Q - Burst of Speed 1/day
 * Q - +1 Dex
 * Q - +2 bonus to initiative
 * Q - +2 dodge bonus to AC
 * Q - Fast Movement +10 ft.
 * Q - Burst of Speed 2/day
 * Q -+1 Dex
 * Q - Burst of Speed 2/day
 * Q -+1 Dex


 * __Skills__**


 * **Skill Name** || **key** || **skill=** || **key mod+** || **ranks+** || **misc** ||
 * Appraise || INT || 0 = || 0 || 0 || 0 ||
 * Balance || DEX* || 0 = || 5 || 0 || 0 ||
 * Bluff || CHA || 0 = || 0 || 0 || 0 ||
 * Climb || STR* || 0 = || 5 || 0 || 0 ||
 * Concentration || CON || 0 = || 4 || 0 || 0 ||
 * Craft (craft here) || INT || 0 = || 0 || 0 || 0 ||
 * Decipher Script^ || INT || 0 = || 0 || 0 || 0 ||
 * Diplomacy || CHA || 0 = || 0 || 0 || 0 ||
 * Disable Device^ || INT || 0 = || 0 || 0 || 0 ||
 * Disguise || CHA || 0 = || 0 || 0 || 0 ||
 * Escape Artist || DEX* || 0 = || 5 || 0 || 0 ||
 * Forgery || INT || 0 = || 0 || 0 || 0 ||
 * Gather Information || CHA || 0 =5 || 0 || 5 || 0 ||
 * Handle Animal^ || CHA || 0 = || 0 || 0 || 0 ||
 * Heal || WIS || 0 = || 0 || 0 || 0 ||
 * Hide || DEX* || 0 = || 5 || 0 || 0 ||
 * Intimidate || CHA || 0 =10 || 0 || 10 || 0 ||
 * Jump || STR* || 0 =10 || 5 || 5 || 0 ||
 * Knowledge^ (area here) || INT || 0 = || 0 || 0 || 0 ||
 * Listen || WIS || 0 = || 2 || 0 || 0 ||
 * Move Silently || DEX* || 0 =10 || 5 || 5 || 0 ||
 * Open Lock^ || DEX || 0 = || 0 || 0 || 0 ||
 * Perform^ (_) || CHA || 0 = || 0 || 0 || 0 ||
 * Profession^ || WIS || 0 = || 0 || 0 || 0 ||
 * Read/Write^ (langguage) || N/A || 0 = || 0 || 0 || 0 ||
 * Ride || DEX || 0 = || 5 || 0 || 0 ||
 * Search || INT || 0 = || 0 || 0 || 0 ||
 * Sense Motive || WIS || 0 = || 2 || 0 || 0 ||
 * Sleight of Hand ^ || DEX* || 0 = || 0 || 0 || 0 ||
 * Speak^ (language) || N/A || 0 = || 0 || 0 || 0 ||
 * Spellcraft^ || INT || 0 = || 0 || 0 || 0 ||
 * Spot || WIS || 0 = || 2 || 0 || 0 ||
 * Survival || WIS || 0 = || 2 || 0 || 0 ||
 * Swim || STR* || 0 = || 5 || 0 || 0 ||
 * Tumble ^ || DEX || 0 =15 || 5 || 10 || 0 ||
 * Use Magic Device^ || CHA || 0 = || 0 || 0 || 0 ||
 * Use Rope || DEX || 0 = || 5 || 0 || 0 ||

__Languages__
 * - Common (Kadmian)


 * __Items__**


 * **In Back Pack** -
 * **On Person** -
 * **Usually Wearing** -
 * Black Leathers -
 * Pants, tunic, gloves, boots
 * **Armor** -
 * **+5 Studded Leather**
 * **Weapons** -
 * **Two-Bladed Sword** -
 * **+2 Flaming Burst -** A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
 * **+2 Icy Burst -** An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.
 * **Mighty Composite Long Bow** (+5 Str)
 * **Items** -
 * **Rations** - 7 days
 * **Usually Wearing** -
 * Black Leathers -
 * Pants, tunic, gloves, boots
 * **Armor** -
 * **+5 Studded Leather**
 * **Weapons** -
 * **Two-Bladed Sword** -
 * **+2 Flaming Burst -** A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
 * **+2 Icy Burst -** An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.
 * **Mighty Composite Long Bow** (+5 Str)
 * **Items** -
 * **Rations** - 7 days
 * **Weapons** -
 * **Two-Bladed Sword** -
 * **+2 Flaming Burst -** A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
 * **+2 Icy Burst -** An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.
 * **Mighty Composite Long Bow** (+5 Str)
 * **Items** -
 * **Rations** - 7 days
 * **Items** -
 * **Rations** - 7 days
 * **Rations** - 7 days

**__Animal Companions' Stats__**
Race - Red Ferrets**
 * Names - Nosey and Ruby

__Abilities and Modifiers__ Str - (+) Dex - (+) Con - (+) Int - (+) Wis - (+) Cha - (+)

HP = (HD)


 * AC +** (+ Dex, + Natural)

- Melee + - Ranged +
 * __Base Attack Bonus__ +

Weapons - Damage -

Initiative +

Speed =

__Saves__ Fort + Reflex + Will +

__Feats__**


 * __Special Abilities__**


 * __Skills__**


 * __Languages__**


 * __Items__**