{"name":"Greenblood Huntchief","cr":"1","class":"Ranger 2","alignment":"N","size":"M","type":"Humanoid","subtype":"Goblinoid","initiative":"+3","senses":"","short_description":"","ac":"16 (17), armor (+3, hide), dex (+3), light shield (+1)","hp":"20","hd":"2d10+4","hit_points_modifier":"","fortitude":"+5","reflex":"+5","will":"+0","save_modifiers":"","defensive_abilities":"Ferocity","immunities":"","weaknesses":"","aura":"","dr":"","sr":"","speed":"30 ft","space":"5 ft","reach":"5 ft","melee":" -Spear (brace) melee [roll:1d20+5|+5] ([roll:1d8+4]\/x2),  ","ranged":"Spear ranged [roll:1d20+4|+4] ([roll:1d8+3]\/x3),  -Longbow [roll:1d20+4|+4] ([roll:1d8]\/x2)","special_attacks":"","spelllike_abilities":"","ability_scores":"Str 17, Dex 15, Cos 14, Int 8, Wis 10, Cha 6","base_attack":"+2","cmb":"+5","cmd":"18","feats":"Quick draw, Precise shot","skills":"La creatura ha 1 grado in tutte le segunti abilit\u00e0. Alle seguneti abilit\u00e0 quindi aggiungere un mod di +5.\r\nClimb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).","racial_modifiers":"","languages":"Orchish","sq":"Favored enemy (EX) (qualunque sia ritenuta giusta dal DM): 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.   Track (Ex)  A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex)  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. Combar Style (EX): throw weapon (precise shot))","image":"2914230","environment":"qualunque (ha come terreno favorito quello in cui vive)","organization":"gruppo (3-6 di tribesman 0)","treasure":"il suo equipaggimento, 50% 1d4 razioni, 100% 1d10 silver in chincagleria","physical_description":"Questo Ranger indossa pelli pesanti ed \u00e8 innaturalmente silenzioso per un orco, guida i gruppi di caccia coposti da Tribesmen. ","description":"Per ogni generazione, un Huntchief sceglie un paio di giovani promettenti che vengono addestrati nell'arte della caccia e della sopravvivenza, l'addestramento \u00e8 brutale ed il tasso di mortalit\u00e0 \u00e8 estremamente alto. \r\nSolo i migliori cacciatori possono sostenere la tribu in tempi di fame e guerra ","tags":"","templateId":"1198","blockId":"924485","world":"19cee28b-36f7-41a5-af21-8e1c1eace1dc","folder":"12009","isShared":"on"}