Knight Zerick Sandhill

A Knight of Diransi

Description:

KNIGHT ZERICK SANDHICK    CR 13
Male Half-Elf Aristocrat 3 Ranger 12
LG Medium Humanoid (Elf, Human)
Init 6; Senses Low-Light Vision; Perception +28


DEFENSE

AC 25, touch 15, flat-footed 20   (9 armor, 1 shield, +5 Dex)
hp 174 (12d10
3d8+30)
Fort 11, Ref 15, Will +9
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities

OFFENSE

Spd 30 ft.
Melee Adamantine Shortsword

Adamantine: Ignore hardness less than 20. 19 (1d63/19-20/x2) and
   Diransi Knight Longsword 23/18/13 (1d810/17-20/x2) and
   Unarmed Strike 20/15/10 (1d36/20/x2)
Ranged Oathbow (Str 2) +22/17/12 (1d84/20/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)


STATISTICS

Str 18/22, Dex 18/22, Con 14, Int 18, Wis 14, Cha 10
Base Atk 14; CMB 20; CMD 35
Feats Conceal Scent, Dazing Assault (DC 24), Endurance, Focused Discipline, Improved Critical: Longsword, Power Attack -4/8, Quick Draw, Self-sufficient, Skill Focus: Perception (Adaptability), Two-weapon Defense, Two-weapon Fighting, Vital Strike, Weapon Focus: Longsword
Skills Acrobatics +15, Appraise +10, Bluff +14, Climb +9, Craft (Blacksmith) +8, Craft (Carpentry) +8, Craft (Leather) +8, Craft (Rope) +8, Craft (Traps) +8, Craft (Weapons) +8, Diplomacy +14, Disguise +8, Escape Artist +9, Fly +5, Handle Animal +13, Heal +10, Knowledge (Dungeoneering) +10, Knowledge (Nature) +12, Knowledge (Nobility) +12, Knowledge (Religion) +10, Linguistics +8, Perception +28, Perform (Dance) +13, Perform (Oratory) +9, Perform (Wind Instruments) +9, Profession (Fisherman) +7, Profession (Soldier) +12, Profession (Tanner) +6, Profession (Trapper) +6, Profession (Woodcutter) +6, Ride +11, Sense Motive +8, Sleight of Hand +8, Stealth +12, Survival +11, Swim +5
Languages Common, Elven, Other Language, Other Language, Other Language, Other Language, Other Language
SQ Camouflage (Ex), Elf Blood, Enemies: Dragons (
2 bonus) (Ex), Enemies: Magical Beasts (2 bonus) (Ex), Enemies: Undead (2 bonus) (Ex), Hunting Companions (2 rounds) (Ex), Quarry, Swift Tracker (Ex), Terrains: Plains (2 bonus) (Ex), Terrains: Swamp (2 bonus) (Ex), Track 6, Wild Empathy +12 (Ex), Woodland Stride (Ex)
Combat Gear
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); Other Gear Belt of Physical Might, STR & DEX +4


SPECIAL ABILITIES

Camouflage (Ex) You can use the Hide skill in favored terrain.
Conceal Scent Can’t be tracked by scent, it detects at half distance & can’t pinpoint square.
Dazing Assault (DC 24) Take -5 to all attacks and maneuvers until your next turn to daze opponents hit in melee for 1r.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Dragons (2 bonus) (Ex) 2 to rolls vs Dragons.
Enemies: Magical Beasts (
2 bonus) (Ex) 2 to rolls vs Magical Beasts.
Enemies: Undead (
2 bonus) (Ex) 2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies within 30’ as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -4/
8 You can subtract from your attack roll to add to your damage.
Quarry 2 to hit and other bonuses against your designated quarry.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Plains (
2 bonus) (Ex) 2 to rolls vs Plains.
Terrains: Swamp (
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.

Bio:

Knight Zerick Sandhill

Alyeria Chronicles Demonicrose Demonicrose