Ted Hopkins

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Size/Type Human, 18th-Level Ranger
Medium Humanoid (Human)
Hit Dice 18d8+54 (139 hp)
Initiative +4
Speed 40 ft. (with boots of striding and springing)
Armour class 32 (+4 Dex, +9 chain shirt, +4 ring of prot., +4 amulet of natural armour, +1 two-weapon def.),
touch 18, flatfooted 28
Base Attack/Grapple +18/+24
Attack Stabber +27 (1d6+9, +1d6 acid) or Piercer +25 (1d8+7)
Full Attack Stabber +25/+10/+15/+10 (1d6+9), Darter +25/+20/+15 (1d4+6, +1d6 acid)
or Piercer +25/+20/+15/+10 (1d8+7)
Space/Reach 5 ft./5 ft.
Special Attacks
Special Qualities Animal companion, camouflage, evasion, hide in plain sight,
swift tracker, woodland stride
Saves Fort +17, Ref +20, Will +11
Abilities Str 22, Dex 18, Con 17, Int 14, Wis 11, Cha 8
Skills Climb +27, handle animal +20, hide, +25, jump +21, knowledge (nature) +23,
listen +21, move silently, +25, ride, +9, spot +21, survival +21, swim +10
Feats Blind fight, combat expertise, dodge, endurance1, improved disarm,
mobility, quick draw, spring attack, track1, two-weapon defense,
two-weapon fighting2,improved two-weapon fighting2, greater two-weapon fighting2
Environment Any
Organization
Challenge Rating 18
Treasure
Alignment Chaotic Neutral
Advancement By character class
Level Adjustment +0
1Ranger class feat. 2Ranger combat style feat.

Ted Hopkins is a professional adventurer and guide, available for hire for dangerous expeditions into the wildest regions on (or off) the plane for a fair share of the loot. Ted prefers to remain silent, only offering useful and practical advice in areas of his expertise. He rarely talks of his previous expeditions, preferring to leave the glory to the party that hired him, and relies on word-of-mouth to gain new business.

Favoured enemies

Giant (+4), magical beast (+4), monstrous humanoid (+4), vermin (+2).

Languages

Common. elven, sylvan.

Spells

Level 1 (3 per day, DC 11, caster level 9): Alarm, delay poison, pass without trace.

Equipment

  • Mithral chain shirt +5 with acid, cold, electricity, and fire resistance 10. (98,100 gp)
  • Stabber, wounding adamantine shortsword +3 (53,030 gp)
  • Darter, defending cold iron dagger +3 of corrosion (52,304 gp)
  • Piercer, seeking composite longbow +3 (+4 Str bonus) (33,100 gp)
  • Ring of protection +4 (32,000 gp)
  • Ring of freedom of movement (40,000 gp)
  • Cloak of resistance +5 (25,000 gp)
  • Belt of Hill Giant Strength (+4) (16,000 gp)
    • 2x Potion of Cure Serious Wounds (3d8+15) (4,500 gp)
  • Amulet of natural armour +4 (32,000 gp)
  • Glove of Storing (contains Piercer) (10,000 gp)
  • Boots of Striding and Springing (5,000 gp)
  • Darkvision Goggles (12,000 gp)
  • Bracers of Health +4
  • Ordinary and rather battered wide-brimmed felt hat
  • Wand of Cure Light Wounds (17 charges)
  • Warhorse, light
  • Saddle, riding
  • Handy haversack (2,000 gp)
    • (empty)
  • Quiver of Ehlonna
    • 52 cold iron arrows (6 gp)
    • 60 silvered arrows (9 gp)
  • Bag of holding IV (10,000 gp)
    • Folding boat (7,200 gp)
    • 50ft rope, silk
    • 14x trail rations
    • Waterskin
    • Bedroll
    • Tinderbox
    • Whetstone
    • Hooded lantern, 1 pint oil
    • Crowbar
    • Hammer
    • 5x sheet of paper, ink, inkpen
    • 2x piece of chalk