Millia Danirie

"Home is where your happiness is."
User: Lara
Race: Dwarf
Gender: Female
Role: Defender
Class/Level: Ranger/6

str 19(+4)orb of torrent water
dex 16(+3)
con 16(+3)
int 13(+1)
wis 10+2(+1)racial /4th lvl
cha 10+2 (+1) fountain

6 th. Ranger NG
Female Dwarf

HP :84 hp {6*(9+4+1)
Ini. :3+2 (+2 1st fav terr.)=5/7
Damage Reduction: ----
AC: 3 (ability)+ 7(magic armor)+ 1 misc.(2 ]wea.def. shield deflect*)+ 1(equip. RingP)(+4 r.giants) = 22/26(Flat.F = 16)(Touch 13 )
NOTE: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Any ally within 30 ft of the wielder gains resist acid 5. (orb)
Note*:fighting defensively or using the total defense action, 2 wea.def. bonus increases to +2.

Saves: For.5+3+0 C.of R. Ref.5+3+0 C.of R. Will2+1+0 C.of R. (+2 poison, spell spell like)
NOTE:+4 endu. (con. e for.)
NOTE:Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Combat Bonus: +6/+1 (+4 str)
CMB: 10/5= +6/+1 BA +4 Str + special modifiers
CMD: 23= 10 +6 BA +4 Str + 3 Dex + special size modifier + miscellaneous modifiers

Adamantine Longsword +1:+6/+1(Bab) +4 (str. mod.) + 1 misc.+2 Fav.En. = 11»13/6»8
Valsurin: Keen Mithral magic. longsword
:+6/+1(Bab) +4 (str. mod.) + 1 Magic misc.+2 Fav.En.=11«13
BA Composite longbow Darkwood MW +6(Bab) + 3 (Dex. mod.)+1+2 Fav.En. =9/11


  • Longsword Magic 1d8+5+2 Fav.En. (19-20 x2)
  • Valsurin: Keen Mithral magic. longsword 1d8+2+2 Fav.En. (17-20 x2)
  • Composite longbow darkwood MW 1d8+3+2 Fav.En. (19–20 x2)
  • Note: +1 flanking dirty fighter
  • Mithral Chainmail +7 ac *4 dex., ; two weapon defense (+1)
  • +4 dodge bonus to AC against monsters of the giant subtype.

    Full attack formula:
    1st / [1d20 + 9 (+2 Fav.En)] Adamantine Magic longswod
    2nd / [1d20 + 9 (+2 Fav.En)] Valsurin: Keen Mithral magic. longswod
    3rd / [1d20 + 4 (+2 Fav.En)] Adamantine Magic longswod
    4 th/ [1d20 + 4 (+2 Fav.En)] Valsurin: Keen Mithral magic. longswod



    1st favored enemy: Monstrous Humanoid
    2nd favored enemy:Humanoid (Orcs)
    At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    TrackA ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

    Wild empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    Combat style feat: Two-Weapon Fighting (Combat):If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

    Endurance:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    You may sleep in light or medium armor without becoming fatigued.

    1st favored terrain: Forrest The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

    Two-Weapon Defense (Combat) Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
    When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

    Combat Expertise (Combat) You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

    Animal bond (Combat) At 4th level, a ranger forms a bond with his hunting companions.
    The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
    This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

    Boon Companion
    Your bond with your animal companion or familiar is unusually close. The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
    You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

    Improved Two-Weapon Fighting (Combat)
    In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

    Weapons A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).


    • Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

    • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

    • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

    • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

    • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

    • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

    • Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

    • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    • Fav. class Rogue:
    Traits :
    Reacionary:You gain a +2 trait bonus on Initiative checks.

    Dirty Fighter (faith) :When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
    Languages » 3 : Common, Dwarf, Elven.

    Skills : 3 th. Ranger lev. 3x(6+1 int.) = 21

    Acrobatics (dex)cros:3+1equi. = 4
    Apraise (int):1+0+(2 gems or metals)
    Bluff (cha)(cros):1+0+0+2 Fav.En.
    Craft leather(int)*:1+1+3=5
    Climb (str):4+2+3+ equi=9
    Diplomacy (Cha)cros:1
    Handle animal (Cha):1+3+3=7
    Heal (wis):1+4+3=8
    Intimidate(cha): 1+2+3=6
    Knowledge (cros) (Int):1+0+0+2 Fav.En.
    Knowledge (Dungeoneering):1+3+3 =7
    Knowledge (Engenering)cros:
    Knowledge (history) (Int)cros:
    Knowledge (nature):1+3+3=7
    Knowledge (nobility) (Int)cros:
    Knowledge (geography) (Int): 1+2+3+2 (1st fav.terr.) =6/8
    Knowledge (religion) (int)
    Linguistics (int)cros:1+0+0=1
    Perception(Wis): 1+5+3+2 r. +2 Fav.En.=9/11 ...
    Profession Hunter (wis): 1+1+3=5
    Profession (Wis):
    Ride (dex):3+1+3=7
    Spellcraft (int): 1+2+3=6
    Sense Motive (int)cross:1+0+0+2 Fav.En.
    Stealth (Dex):3+6+3+2+2 (1st fav.terr.)=12/14/16
    Survival (wis)1+6+3+2 Fav.En.+1/2 lvl track+2 (1st fav.terr.)=10/12/14/16...
    Swim (str)4+1+3+4 endu.=8/12

    Gear: 86 lbs. or less(light load)87–173 lbs.( medium load) 174–260 lbs. (heavy load)MW backpack
    (See item list as well)

    Other Gear
  • Adamantine Longsword +1 1d8+3+2 Fav.En. (18-20 x2)
  • Valserin: Keen Longsowrd +1 Mithrall (w.2) Light
  • Composite longbow darkwood MW 1d8+3+2 Fav.En. (19–20 x2)
  • Mithral Chainmail +7 ac *4 dex.
  • undergarments
  • long blouse
  • Pinned down skirt into trousers
  • White wolf fur poncho
  • Green straps and ribons
  • 2 daggers
  • Shawl of Life-Keeping

  • 200gp?

    • Antitoxin 50 gp
    • Antitoxin alisynn
    • 2 Potion of cure light wounds 100gp
    • alquimist fire 2x 20 gp 1 lb
    • Thunderstone (x 2)
    • Potion of Prot From Evil (???)
    • garlic
    Backpack MW 50 gp 4 lb
    • flint and tinder 34 gp
    • 10 fishing hooks 1 gp
    • silk rope (50 ft.)10 gp 4 lb
    • Waterskin 1 gp 4lb
    • Hamock,furs (15 gp?)
    • Blanket (5 sp, 3 lb);
    • sunrod (x 2)

    • Tanglefoot bags
    • Rations, Dwarven Trail 20 ration (Price 2 gp; Weight 1-1/2 lbs.)
    • Silk Rope
    • soap?
    • mirror

    Backpack MW- This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

    Waterskin: A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full. Empty Weight: 0 Capacity: 1/2 gallon/4 lb.

    "Orb of the Torent Water":
    Acts as an orb of water breathing. It affects allies within.
    Gives a +2 STR to wielder.
    Any ally within 30 ft of the wielder gains resist cold 5.
    (2 orbs)
    10 resist

    --- raw material total
    Millia was a newborn when she was found by Kelliath. He never planed to raise her, but the hard winter that year made him grow attached to the little dwarf child that, throughout the years, gave him so many joy and, most of all, linked him to this land. To enjoy her company was easy. But to teach her how to survive in the woodlands, that was the bigger challenge he ever faced. She was clumsy like... well a dwarf! And hard spirited. She lacked the gracious of his ancestors or the wit of the humans. But still she survived. And learn to be a fair enough protector of the woods. I now, when she's about to embark on her own adventure, saying goodbye to her, mouthless,as she enthusiastic drift out into the horizon, was harder than feeling her breath slipped away in that blizzard that locked forever his life to the child that grow to be this half-elf daughter, the dark hair dwarf, ranger Millia.

    Lynx, (Cat, small, Size medium)
    Name: Balock
    Str 19 (+4) +2 fountain
    Dex 21 (+5)
    Con 15 (+2)
    Int 3
    Wis 12 (+1)
    Cha 6

    HP: 6(D8+2) hd= 60

    Speed 50 ft.;

    AC 10 + 5 dex + 1 dodge + 4 natural armor= 20

    bab+4 Attack bite 5+4 (1d6 plus trip 1d20+2), 2 claws 5+4 (1d3);


    Save: For +5+2 Ref +5+5 Will 2+1

    *+4 will on enchantment spells and effects

    Special Qualities low-light vision

    Weapon Finesse(Combat)
    Benefit: With a light weapon(...) you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.Special: Natural weapons are considered light weapons.

    Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
    A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

    Combat Reflexes (Combat)
    Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

    Sprint (Ex)Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

    Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    4th-Level Advancement:
    Size Medium; Attack bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.
    Sprint (Ex)
    Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.


    Acrobatics* (Dex):1+3+5=9
    Climb (Str):1+3+3=7
    Perception* (Wis):1+3+1=5
    Stealth* (Dex):1+3+5=10
    Survival (Wis):1+3+1=5
    Swim (Str): 1+3+3=7

    Tricks: 6+1
    Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

    Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.

    Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

    Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

    Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

    Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

    Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

    Spells and Magic:

    Spells: lvl 0; lvl 1 : 0+1; lvl 2; lvl 3;lvl 4; lvl 5; lvl 6


    Difficulty Class for a saving throw against a Ranger's spell is 10 + the spell level + the Wisdom modifier
  • [*]
  • concentration check you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type . Ranger add their Wis modifier.»+1
    Spell for the day :
    All Orisons
    0-(DC )
    1st—(DC 12)1+1
    *Lead Blades:Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size. (1d6-1d8)

    Extraordinarily ability x3: waterwalk
    2nd—(DC )3rd - 4th -5th -6th -
    Faldon [NG] - Animal, Air, Good, Healing
    HS - Arrow Through Cloud

    **Next levels

    Weapon Focus longsword
    Improved Disarm (Combat)

    Wish list: