KNIGHT ZERICK SANDHICK CR 13
Male Half-Elf Aristocrat 3 Ranger 12
LG Medium Humanoid (Elf, Human)
Init 9 armor, 3d8+30)
Fort 15, Will +9
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities
Adamantine: Ignore hardness less than 20. 3/19-20/x2) and
Diransi Knight Longsword 18/10/17-20/x2) and
Unarmed Strike 15/6/20/x2)
Ranged Oathbow (Str 17/4/20/x3)
Ranger Spells Known (CL 9, 20 melee touch, 20 ranged touch):
3 (1/day) Life Bubble (DC 15)
2 (3/day) Allfood (DC 14), Eagle Eye, Hunter’s Eye
1 (3/day) Calm Animals (DC 13), Residual Tracking, Tireless Pursuit (DC 13)
Conceal Scent, Dazing Assault (DC 24), Endurance, Focused Discipline, Improved Critical: Longsword, Power Attack -4/
2 bonus) (Ex), Enemies: Magical Beasts (
2 bonus) (Ex), Hunting Companions (2 rounds) (Ex), Quarry, Swift Tracker (Ex), Terrains: Plains (
2 bonus) (Ex), Track
3 Mithral Agile Breastplate
Mithral: Weighs half as much as normal., Adamantine Shortsword
Adamantine: Ignore hardness less than 20., Diransi Knight Longsword, Oathbow (Str 2 bonus) (Ex) 2 bonus) (Ex) 2 bonus) (Ex) 8 You can subtract from your attack roll to add to your damage.
Quarry 2 bonus) (Ex) 2 bonus) (Ex) +2 to rolls vs Swamp.
Track +6 +6 to survival checks to track.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.