Charged a shambling mound for 112 damage.
Male Human CG Ranger 5
XP: 3300
Init +3 Senses Perception +9,
Languages: Common
AC 21 touch 12 flat-footed 19
hp 49 (5HD) 49
Fort +6 Ref +6 Will +2
Speed 20 ft. (4 squares)
+1 Corrosive Warhammer +10 (d8+d6+5)
+1 Corrosive Warhammer (Power Attack) +8 (d8+d6+9/x3)
Melee lance +1 ( skill bonus (competence) (swim +3)) +10 (1d8+5/x3)
Melee lance +1 ( skill bonus (competence) (swim +3), Power Attack) +8 (1d8+9/x3)
Melee bandit mw handaxe +10 (1d6+4/x3)
Melee masterwork shield (heavy/steel) +9 (1d4+2)
Melee angry woodsmans axe +1 (cold iron) (two handed) +10 ((two handed) 1d12+7/x3)
Melee angry woodsmans axe +1 (cold iron) (two handed, Power Attack) +8 ((two handed) 1d12+13/x3)
Ranged angry woodsmans longbow (composite/+4) +8 (1d8+4/x3)
Melee gauntlet +9 (1d3+4)
Ranged alchemist's fire (flask) +7 (1d6)
Ranged holy water (flask) +7 (2d4)
Melee bandit mw handaxe [power attack (light)] +8 (1d6+4/x3)
Melee masterwork dagger +10 (1d4+4/19-20)
Ranged masterwork dagger (thrown) +8 (1d4+4/19-20)
Base Atk +5; CMB +9; CMD 21
Atk Options Power Attack, Ride-By Attack, Humanoid (Human) +4, Magical Beast +2
Abilities
Str 18 +4
Dex 14 +2
Con 14 +2
Int 10 +0
Wis 13 +1
Cha 10 +0
Special Qualities Animal Companion, Bonus Feat, Favored Terrain (Forest) +2, Heart of the Wilderness, Track +2, Weapon and Armor Proficiency, Wild Empathy +5,
Feats Endurance, Mounted Combat, Power Attack, Ride-By Attack, Trick Riding
Skills
Acrobatics -1, Climb +6, Escape Artist -1, Fly -1, Handle Animal +6, Heal +5, Intimidate +4, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +9, Profession (Soldier) +5, Ride +6, Sense Motive +1, Stealth +7, Survival +10, Swim +11
Possessions silver stag lords pendant; ring of swimming; masterwork shield (heavy/steel); gauntlet; lance +1 ( skill bonus (competence) (swim +3)); outfit (cold-weather); breastplate +1 (from tree victim); arrows (20); masterwork dagger; arrow (cold iron) (x4); Angry Woodsmans Longbow (Composite/+4) ; +1 Corrosive Warhammer
Backpack, Common [ Flour (per lb.); Rations (Trail/Per Day) (x4); Sack; Torch (x2); Waterskin (Filled) (x2); Alchemist's Fire (Flask); Holy Water (Flask) (x2); ]; Sack ;
Belt Pouch [ Coin (Platinum Piece) (x62); Coin (Gold Piece) (x298); Coin (Copper Piece) (x49); ]
Belt Pouch Rations (Trail/Per Day); Chalk (1 Piece) (x2); Flint and Steel (x2); Whetstone; Potion of Cure Moderate Wounds;
Horse (Light), Saddle (Military)
Saddlebags; [ Flour (per lb.); Rations (Trail/Per Day) (x15); Waterskin (Filled) (x5); Bedroll; Pot (Iron); Rope (Hemp/50 ft.); Shovel, Common; ]; Pot (Iron) Sack
Chest, Large Treasure [ Court Jewelry; Courtier's Outfit; Lock (Good); Arrow (x7); Sack (x4); Saddlebags; Saddle (Riding);]
For Sale? angry woodsmans axe +1 (cold iron); bandit mw handaxe (x2);
Animal Companion (Ex) You form a close bond with an animal companion.
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero.
Bonus Feat Humans select one extra feat at 1st level.
Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in forest terrain
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Humanoid (Human) (Ex) You gain a +4 bonus on Attack rolls, Damage roll and skill checks against humans.
Magical Beast (Ex) You gain a +2 bonus on Attack rolls, Damage roll and skill checks against magical beasts.
Track (Ex) You gain +2 to Survival checks made to follow tracks.
Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal.
Wildshape 1/day (wolf only)
Animal Empathy (+4 canines, -4 herbivores)
Wolf Totem 5 mins/day
Fast Healing 2
+20' Move
Bite + Trip
Senses (low-light, scent) and Speak With Canines
Cleave
Animal Spirit
Favoured Defence