Lvl 3 Ranger
STR 12 (1)
DEX 13 (1)
CON 14 (2)
INT 13 (1)
WIS 13 (1)
CHA 12 (1)
AC 14, T 11, FF 13
LVL 3 Skills:
Climb 6 (R=3)
Craft Weapons 6 (R=2)
Handle Animal 6 (R=2)
Heal 7 (R=3)
Intimidate 5 (R=1)
Knowledge Dungeoneering 5 (R=1)
Perception 9 (R=3)
Ride 4 (R=1)
Stealth 6 (R=3)
Survival 9 (R=2)
Swim 4 (R=1)
1. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
2. Elf Blood: Half-elves count as both elves and humans for any effect related to race.
3. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
4. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
5. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
6. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
1. Undead Slayer (Pharasma): Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage rolls against undead.
2. Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive.You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.
Favoured & Class traits (ranger):
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
1. 1st Favoured Enemy – outsider evil: 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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. knowledge, perception, sense motive & survival, 2+ to weapon attack, & 2+ damage rolls).
2. Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
3. 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.
1. Combat Style – crossbow:
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
The character can choose from the following list whenever he gains a combat style feat:
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
1. Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: 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.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
2. 1st Favoured Terrain – urban: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Racial bonus feat
1. Skill Focus – Survival +3
2. Throw Anything: You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
3. Precise Shot (crossbow combat style)
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Luna was abandoned near a small village that bordered an ancient forrest in Varisia. Taken in by a blacksmith couple, ze learned to craft weapons.
Instructed at a young age in the tenets of the faith of Pharasma, ze viewed the undead as abominations that must be destroyed so their souls could journey beyond to be judged.
Ze preferred the wilds to forges and was tracking down a pack of javelins terrorizing the village. Ze felt an evil presence sweep through the woods right before a raiding party attacked the village and slaughtered hir adoptive parents.
Trailing the party to a nearby city, ze killed them all. Outside evil remain hir favoured enemy. Ze fled to the wilds of Ustalav.
This is when hir memories start to get fuzzy.
Ze sat up in a jail cell. Even though hir pulse was pounding in hir ears when ze awoke in the asylum, ze felt strangely nonplussed. Ze recognized that the situation ze find hirself in was horrific, but ze refused to let that fear control hir. It didn’t feel like it was worth worrying over too much. Ze knew that when ze faced unspeakable forces, keeping cool will keep hir alive. Ze can be a bit intimidating because people don’t know what to expect from hir.