Dr. Lee Longthrower is a Ranger

4th level ranger, 4th level Centaur

Description:

<html> <head><title>Hero Lab Portfolio</title> <meta> </head> <body> Prakoow Longthrower
Male Centaur Ranger 4
N Large Monstrous Humanoid
Init +8; Senses darkvision 30 ft.; Perception +14


Defense

AC 13, touch 8, flat-footed 13 (+4 armor, -1 size, +1 natural)
hp 107 (8d10+32)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +11, Will +9; +2 competence bonus vs. acid- and earth-based effect
Resist negative energy 10, positive energy 10

Offense

Speed 50 ft.
Melee Hooves x2 (Centaur) +5×2 (1d8+2/x2) and
   Pain of the Plains +14/+9 (2d8+10+1d6 vs. earth subtype/19-20/x2) and
   Unarmed strike +10/+5 (1d4+4/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks favored enemy (air outsiders +2)
Ranger Spells Prepared (CL 9):
3 (2/day) Speak with Dead (DC 18), Vex Giant
2 (3/day) Chameleon Stride, Forest Friend, Hunter’s Lore
1 (4/day) Summon Nature’s Ally I, Blend, Commune With Birds, Linebreaker

Statistics

Str 18, Dex 18, Con 18, Int 13, Wis 20, Cha 12
Base Atk +8; CMB +12 (+16 Overrunning); CMD 21 (27 vs. Overrun, 29 vs. Trip)
Feats Aspect of the Beast (Night Senses – Darkvision +30’), Charge Through, Endurance, Greater Overrun, Improved Initiative, Improved Natural Attack (Hooves x2 [Centaur]), Improved Overrun, Learn Ranger Trap (7/day) (DC 19), Mounted Combat (1/round), Natural Jouster, Power Attack -3/+6, Ride-by Attack, Run, Spirited Charge, Trample
Traits Finding Haleen (Ranger), Linebreaker (Belkzen)
Flaws Frail, Vulnerable
Skills Acrobatics +7 (+11 to maintain balance, +11 to jump with a running start, +15 jump), Appraise +3, Bluff +3 (+5 vs. air outsiders), Climb +9, Diplomacy +5, Disable Device +5, Disguise +2, Escape Artist +6, Fly +2, Handle Animal +9, Heal +9, Intimidate +10, Knowledge (dungeoneering) +5 (+7 vs. air outsiders), Knowledge (geography) +5 (+7 vs. air outsiders, +7 while in plains terrain), Knowledge (nature) +8 (+10 vs. air outsiders), Linguistics +2, Perception +14 (+16 vs. air outsiders, +16 while in plains terrain), Profession (soldier) +9, Ride +13, Sense Motive +6 (+8 vs. air outsiders), Sleight of Hand +5, Spellcraft +5, Stealth +0 (+2 while in plains terrain), Survival +16 (+21 competence to get along in the wild and to keep from getting lost, +18 vs. air outsiders, +18 while in plains terrain, +18 to track), Swim +8 (+12 to resist nonlethal damage from exhaustion), Use Magic Device +5
Languages Common, Elven, Orc, Polyglot, Sylvan
SQ animal companion link, balanced, called, combat styles (natural weapon), deathless, expeditious (3/day), favored terrain (plains +2), ghost touch, hunter’s bonds (ugly beautiful, quetzalcoatlus), mirrored, neutralizing, share spells with companion, swarm trap, track, wild empathy
Combat Gear Helmet of the golden general (3/day); Other Gear Pain of the Plains, Horseshoes of a zephyr, Sapling rod (1/week), 149 GP, 9 SP

TRACKED RESOURCES

Expeditious (3/day) – 0/3
Helmet of the golden general (3/day) – 0/3
Learn Ranger Trap (7/day) (DC 19) – 0/7
Mounted Combat (1/round) – 0/1
Sapling rod (1/week) – 0/1
True Strike (self or ally in 30 ft) (3/day) – 0/3

Special Abilities

Animal Companion Link (Ex) You have a link with your Animal Companion.
Balanced +4 on Acrobatics checks to maintain balance, dropping prone is a move action.
Called Can teleport up to 100 ft into hands.
Charge Through You can make a free overrun as part of a charge.
Damage Resistance, Negative Energy (10) You have the specified Damage Resistance against Negative Energy attacks.
Damage Resistance, Positive Energy (10) You have the specified Damage Resistance against Positive Energy attacks.
Darkvision (30 feet) (Aspect of the Beast (Night Senses – Darkvision +30’)) You can see in the dark (black and white vision only).
Deathless 25% chance to negate negative levels from any attack.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Expeditious (3/day) Gain a +10 enhancement bonus to all movement modes for 1 rd.
Favored Enemy (Air Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Air Outsiders).
Favored Terrain (Plains +2) (Ex) +2 to rolls vs Favored Terrain (Plains).
Ghost touch Enhancement and armor bonus count against incorporeal creatures.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Helmet of the golden general (3/day) Casts prayer on crit. Followers get +1 vs fear. Activate to demoralize foes in 30 ft.
Improved Overrun You don’t provoke attacks of opportunity when overrunning, and foe can’t choose to avoid you.
Learn Ranger Trap (7/day) (DC 19) Learn a single ranger trap
Linebreaker (Belkzen) When charging, add 10 feet to your base speed.
Mirrored Can deal precision dam & roll miss chance 2x while avert eyes. +4 to AC vs rays.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Natural Jouster Deal double damage with a lance while charging,
Neutralizing +1d6 dam vs Earth subtype, +2 to save vs earth/acid effects.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move – attack – move when charging mounted.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sapling rod (1/week) +5 to Survival vs getting lost, all in 20 ft gain woodland stride. Plant to grow magic healing fruit.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Swarm Trap (Ex) (Su) Effect The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordina
Track +2 Add the listed bonus to survival checks made to track.
Trample Your target may not try to avoid your mounted overruns.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Pookie
Thrush
LG Diminutive Animal
Init +2; Senses low-light vision; Perception +5

Defense

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8-2)
Fort +0, Ref +4, Will +2

Offense

Speed 10 ft., flight (40 feet, average)
Melee Bite (Thrush) -1 (1d2-5/x2) and
   Unarmed strike -1 (—5/x2)
Space 1 ft.; Reach 0 ft.

Statistics

Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
Tricks Cinderbrave [Trick], Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Seek [Trick]
Skills Acrobatics +2 (-6 jump), Fly +12, Perception +5, Stealth +14
Languages
SQ cinderbrave [trick], come [trick], down [trick], fetch [trick], heel [trick], seek [trick]
Other Gear You have no money!

TRACKED RESOURCES

   none

Special Abilities

Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Ugly Beautiful
Male Quetzalcoatlus
N Medium Magical Beast (augmented animal)
Init +5; Senses low-light vision, scent; Perception +7

Defense

AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 32 ()
Fort +4, Ref +9, Will +3

Offense

Speed 30 ft., flight (50 feet, clumsy)
Melee Bite (Quetzalcoatlus) +2 (1d8-1/x2) and
   Unarmed strike +2 (1d3-1/x2)

Statistics

Str 9, Dex 21, Con 10, Int 13, Wis 14, Cha 13
Base Atk +3; CMB +2; CMD 17
Feats Flyby Attack
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +10, Fly +3, Linguistics +2, Perception +7, Stealth +10, Survival +4
Languages Common, Giant
Other Gear Collar of the true companion, You have no money!

TRACKED RESOURCES

   none

Special Abilities

Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Flight (50 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Bio:

Dr. Lee Longthrower is a Ranger

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