Werte:Spoiler: Klicke, um den Beitrag zu lesen
XP: 3000/ 6000
Race: Elf
Plane: Material
Class: Ranger
Deity: folgt noch
Hit Dice: 3W8
Hit Points: 13
Speed: 30ft.
AC: 19 (10+ Dex+ Chain shirt)
BAB/ Grapple: +3/ +3
Attack: Longsword Masterwork +5 (1W8+1, 19-20/ x2); Composite Longbow +7 (1W8+1)
Space/ Reach: 5ft/ 5ft
Saves: Fort +4, Ref +7, Wil +3
Abilities: Str 13(+1), Dex 19(+4), Con 11 (+0), In 10 (+0), Wis 11 (+0), Ch 8 (-1)
Allignment: n.g.
Languages: Elf, Common, Orc, Gnoll
Favored Enemy: Outsider (Evil)
Skills/ Feats:Spoiler: Klicke, um den Beitrag zu lesen
Points: 24/ 6/ 6
Climb +4
Hide +10
Jump +3
Knowledge (nature) +2
Listen +5
Move silently +10
Ride +7
Search +5
Spot +5
Survival +3
Point blank shot
Precise shot
Racial Traits:Spoiler: Klicke, um den Beitrag zu lesen
# +2 Dexterity, -2 Constitution.
# Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
# Elf base land speed is 30 feet.
# Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
# Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
# Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
# +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Class Features:Spoiler: Klicke, um den Beitrag zu lesen
Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex):
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. 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. 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.
Track:
A ranger gains Track as a bonus feat.
Wild Empathy (Ex):
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier 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 able to study each other, which means that they 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.
Combat Style (Ex):
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance:
A ranger gains Endurance as a bonus feat at 3rd level.
Equipment:Spoiler: Klicke, um den Beitrag zu lesen
Weapons/ Armory:Longsword (Masterwork), Longbow Composite (Masterwork), Arrows (20), Chain shirt +1 (Magic, Masterwork)
Mundane:Backpack, Bedroll, Blanket (winter), Bottle (Wine), Fishhook, Flint& steel, Rations (10), Rope (silk), Waterskin
Magic:
Potions: Cure moderate wounds(2)
Wealth:Spoiler: Klicke, um den Beitrag zu lesen
G 13
S 7