The Groups Ranger along with his trusted companion 'Snow'


Male Halfing Ranger
Chaotic Neutral
Representing Isaac

Size: Small
Height: 3’4"
Weight: 38 lb
Skin: light
Eyes: green
Hair: Black wavy, light beard
Stength 15 ( +2 )
Dexterity 20 ( +5 )
Constitution 10 ( +0 )
Intelligence 16 ( +3 )
Wisdom 15 ( +2 )
Charisma 13 ( +1 )

Total Hit Points: 19

Speed: 20 feet

Armour class: 18 = 10 +2 [leather] +5 [dexterity] +1 [small]

Touch AC: 16
Flat-footed: 13

Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
fortitude save: +5 = 4 [base] +1 [halfling]
Reflex save: +10= 4 [base] +5 [dexterity] +1 [halfling]
Will save: +4 = 1 [base] +2 [wisdom] +1 [halfling]
Attack (handheld): +7 = 4 [base] +2 [strength] +1 [small]
Attack (unarmed): +7 = 4 [base] +2 [strength] +1 [small]
Attack (missile): +10= 4 [base] +5 [dexterity] +1 [small]
Grapple Check: +2 = 4 [base] +2 [strength] -4 [small]

Light load: 50lb or less
Medium Load: 50-100lb
Heavy Load: 101-150lb
Lift over head: 150lb
Lift off ground: 300lb
Push or drag: 750lb

Languages: Common, Halfling, Gnome, Goblin, Orc


2x Battle Axe[1D6, crit x3, 3lb , one-handed, slashing]

Longbow [1d6, crit x3, range inc. 100 ft, 1 1/2 lb, piercing]

Leather armour [light, +2 AC, max dex +6, check penalty 0, 7.5lb]


Animal Affinity
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks

Edurance: [free to rangers]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, 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. Also, 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 automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Improved initiative
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

Rapid Shot [ranger archery track]
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A fighter may select Rapid Shot as one of his fighter bonus feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Track [free to rangers]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Collosal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +3

1.For a group of mixed sizes, apply only the modifier for the largest size category

2. Apply only the largest modifier from this category

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.


skill name Key Ability Skill Modifier Ability Modifier Ranks Misc Modifier
Appraise Int 3= +3
Balance Dex* 5= +5
Bluff Cha 1= +1
Climb Str 9= +2 +5 +2 [Halfling]
Concentration Con 0= +0
Craft_1 Int 3= +3
Craft_2 Int 3= +3
Craft_3 Int 3= +3
Diplomacy Cha 1= +1
Disguise Cha 3.5= +1 +2.5
Escape Artist Dex* 5= +5
Forgery Int 3= +3
Gather Information Cha 1= +1
Handle Animal Cha 10= +1 +7 +2 [Animal Affinity]
Heal Wis 2= +2
Hide Dex* 15= +5 +6 +4 [Small]
Intimidate Cha 1= +1
Jump Str 3= +2 +5 +2 [Halfling] -6 [Speed 20]
Knowledge (Dungeoneering) Int 8= +3 +5
Listen Wis 4= +2 +2 [Halfling]
Move Silently Dex* 13= +5 +6 +2[Halfling]
Card Tricks Cha 1= +1
Whittling Cha 1= +1
Drinking Cha 1= +1
Pet Tricks Cha 1= +1
Singing Cha 1= +1
Ride Dex* 14= +5 +5 +2 [Handle Animal] +2 [Animal Affinity]
Search Int 3= +3
Sense Motive Wis 4.5= +2 +2.5
Spot Wis 2= +2
Survival Wis 7= +2 +5
Swim Str 7= +2 +5
Use Rope Dex* 5= +5
  • = check penalty for wearing armor
    Handle Animal >=5 ranks gives +2 on wild empathy checks.
    Know Dungeoneering >=5 ranks gives +2 on survival checks underground

Skill Tricks

Quick Swimmer
Swim 10 additional feet with successful check

Extreme Leap
Horizontal jump of at least 10 feet allows 10 extra feet of movement that round

First level ranger spells
1 (0+1) per day

• +2 dexterity / -2 strength (already included)
• Small (combat bonuses, +4 to hide already included)
• +2 racial bonus on climb, jump, move silently
• +1 racial bonus on all saving throws (already included)
• +2 morale bonus on saves vs. fear (stacks with racial bonus)
• +1 to hit with thrown weapons and slings
• +2 racial bonus on listen checks (already included)

• Favoured enemies
• Track as bonus feat (already included)
• Combat Style
• Endurance
• Wild empathy (roll level + charisma bonus)
• Endurance (level 3)
• Animal Companion (level 4)

  • Woodland Stride (level 7)
    • Swift Tracker (level 8)
    • Evasion (level 9)
    • Camouflage (level 13)
    • Hide in Plain Sight (level 17)

Favoured Enemies:
• Animals +2

This ranger chose the archery track.

Class HP rolled
Level 1: Ranger 8
Level 2: Ranger 7
Level 3: Ranger 1
Level 4: Ranger 3 +1 to dexterity

Larkin’s Equipment:

Weapons / Armor / Shield (from above) 12lb
Arrows (quiver of 20) x5 15lb
Backpack 2lb
Bedroll 1lb
Grappling hook 4lb
Lamp (common) 1lb
Locks x1 1lb
Pouch x1 1lb
Rations (1 day) x3 1lb
Rope (50’, hempen) x1 10lb
Soap 1lb
Tent 5lb
Waterskins x1 1lb
Climber’s kit 1lb
Total 56lb

Snow(riding dog)
Pencil wolf drawing
• Medium-Size Animal

• Hit dice 2d8+4 (13 hit points) 12hp

• Initiative +2 (Dex)

• Speed 40 feet

• AC: 16 ( +2 Dex +4 natural)

• Attacks: Bite +3 melee;

• Damage 1d6+3 (bite);

• Special Qualities: Scent

• Saves: Fort +5; Ref +5; Will +1

• Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

• Skills:Jump +8; Listen +5; Spot +5; Swim +5; Survival +1;

Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

  • Share Spells
At the Ranger’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of his at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.
  • Link
    A ranger can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion
  • Evasion
    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.

to be told at a a later date


Carstone Tournament Sergei