The Groups Ranger along with his trusted companion 'Snow'
Male Halfing Ranger
|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
|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]
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.
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|
|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|
|Overcast or moonless night||+6|
|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|
|Handle Animal||Cha||10=||+1||+7||+2 [Animal Affinity]|
|Jump||Str||3=||+2||+5||+2 [Halfling] -6 [Speed 20]|
|Ride||Dex*||14=||+5||+5||+2 [Handle Animal] +2 [Animal Affinity]|
- = 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
Swim 10 additional feet with successful check
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
• 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)
• 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
|Weapons / Armor / Shield (from above)||12lb|
|Arrows (quiver of 20) x5||15lb|
|Rations (1 day) x3||1lb|
|Rope (50’, hempen) x1||10lb|
• 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
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
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