Last Updated: April 12, 2020
class: Ranger race: human (Damaran) level: 5 alignment: chaotic evil xp: 13,452 deity: Cyric size: M age: 23 gender: female height: 5'5" eyes: black hair: black skin: white weight: 133 lbs Campaign: Cyric's Squad Home Region: The Moonsea Languages: Damaran (native), Chondathan, Orc (1cc) ==================================================================================== STR: 14 +2 HP: 25 Speed: 30 ft(+10 ft = 40 ft) DEX: 18 +4 AC: 19 CON: 10 0 = 10 + 5 + 0 + 4 + 0 + 0 + 0 + 0 INT: 12 +1 base + armor + shield + dex + size + nat + deflect + misc WIS: 12 +1 AC touch: 14 CHA: 10 0 AC flat-footed: 15 Initiative: +4 Base Attack: +5 = DR 1/- = 10 hp/day, then no DR ==================================================================================== Total = base +Mod +magic +misc Fortitude: +5 = 4 0 +1 Reflex: +9 = 4 +4 +1 Will: +3 = 1 +1 +1 ==================================================================================== Favoured Enemy: +4 damage vs humans and orcs Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- shortsword +1, +10 1d6+3 19-20/x2 - P one-handed, magic green +1 acid dragonfang +8/+8 1d6+3/1d6+2 19-20/x2 - P two-weapon fighting +1/+1 acid silver dagger +9 1d4+1 19-20/x2 10 ft P/S one-handed +7/+7 1d4+1/1d4 19-20/x2 10 ft P/S two-weapon fighting light mace, +9 1d6+2 x2 - B one-handed cold iron +7/+7 1d6+2/1d6+1 x2 - B two-weapon fighting darkwood composite longbow (STR +2, masterwork) +11 1d8+2 x3 110 ft P normal arrows +11 1d8+2 x3 110 ft P cold iron arrows +11 1d8+1 x3 110 ft P silver arrows Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ studded leather light +5 +5 0 15% 30 ft 20 lbs magic +2 armor ==================================================================================== SKILLS: Total = 56+8 max = 8/4 Ability Mod Ranks Misc 1 +1 appraise INT +1 +4 balance DEX +4 +0 armor -1 * bluff CHA +0 -1 uncivilized +2 *climb STR +2 +0 armor +0 *concentration CON +0 +1 *craft INT +1 no decipher script INT +1 -1 diplomacy CHA +0 -1 uncivilized no disable device INT +1 +4 disguise CHA +0 4cc +4 escape artist DEX +4 +0 armor +1 forgery INT +1 -1 gather information CHA +0 -1 uncivilized +9 *handle animal CHA +0 8 +1 uncivilized +3 *heal WIS +1 +2 kit +12 *hide DEX +4 8 +0 armor +0 intimidate CHA +0 +2 jump STR +2 +0 armor no knowledge, arcana INT +1 no knowledge, architect/engineer INT +1 +2 knowledge, dungeoneering INT +1 1 +2 knowledge, geography INT +1 1 no knowledge, history INT +1 no knowledge, local INT +1 +4 knowledge, nature INT +1 1 +2 survival no knowledge, nobility/royalty INT +1 no knowledge, religion INT +1 no knowledge, the planes INT +1 +7 * listen WIS +1 6 +12 move silently DEX +4 8 +0 armor no open lock DEX +4 +0 perform CHA +0 no profession WIS +1 +6 ride DEX +4 +2 handle animal +8 search INT +1 7 +1 * sense motive WIS +1 no sleight of hand DEX +4 +0 armor no spellcraft INT +1 +7 * spot WIS +1 6 +9 * survival WIS +1 8 +11 * survival, tracking WIS +1 " & +2 search +2 swim STR +2 +0 armor x2 no tumble DEX +4 +0 armor no use magic device CHA +0 +6 use rope DEX +4 +2 silk rope n/a speak language, orc n/a 1cc * add favoured enemy bonus ============================================================================= SPECIAL ABILITIES / FEATS Armor: light Shields: all (except tower) Weapons: simple weapons, martial weapons Foe Hunter: Regional Feat (human bonus feat) - stacks with favoured enemy bonuses (Orc) Weapon Finesse (1st level bonus feat) - use DEX bonus instead of STR bonus for melee attack rolls with light weapons, rapier, whip and spiked chain. Diehard (3rd level feat) - automatically stable if reduced between -1 and -9 hp - if negative hp, choose to be disabled, instead of dying (unconsious) - if disabled, can take a move action or a standard action (not both) - taking a standard action causes 1 hp damage Track: use survival skill Wild Empathy: = 1d20 + Ranger level + CHA + handle animal synergy + uncivilised = 1d20 + 5 + 0 + 2 + 1 = 1d20 + 8 Endurance: - sleep in light or medium armor = not fatigued - CON checks +4 (see PHB p93) Favored Enemy: - against a favored enemy, receive bonus to damage rolls and a skill bonus to bluff, listen, sense motive, spot, survival - Humans = +4 - Orcs = +4 Combat Style: light or no armor only - Two-Weapon Fighting (p160: penalty = 2 less main-hand/6 less off-hand) Animal Companion: effective Druid level = 2 - "Greentooth" Medium Snake (Viper), MM p280 - hp 16, tricks = 3+1 = 4 - Fighting purpose (attack, down, stay) + fetch - command trick = free action, other commands = move action Relentless (trait) - constitution checks and similar checks made to continue tiring activities = +2 (see endurance feat PHB p93) - any effect or condition that would normally cause fatigue, instead = exhausted Uncivilized (trait) - handle animal checks and wild empathy checks = +1 - bluff checks, diplomacy checks and gather information checks = -1 ============================================================================= RANGER SPELLS 1: 0+1b 2: 0 3: 0 4: 0 1: longstrider Caster Level = 2 ============================================================================== GEAR Total WT= 49 (+5) = 54 load: light = 58 medium = 116 heavy = 175 WT Item --- --------------------- 0 explorer's outfit 1 silver unholy symbol: Cyric (25 gp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: Cloak of Resistance +1 (1,000 gp) - provides a +1 resistance bonus to all saves 20 BODY: Studded Leather Armor +2 (4,175 gp) Iron Ward Diamond (500 gp) - least armor crystal, +1 DR/-, 10 hp/day - only works on masterwork armor or better - Red Wizards/Scardale mark 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 1 ARMS: Bracers of Archery (5,000 gp) - gain proficiency with any bow - gain +1 competence bonus to hit with any bow, if previously proficient with bows 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 4 "Fangs of the Hydra" (2,610 gp each, 2 lbs each) x2 - Twin pair of Green-Dragonfang Shortswords +1 - add +1 point of acid damage with each strike 2 silver dagger (22 gp each) x2 8 cold iron light mace (10 gp each) x2 1.5 darkwood composite longbow [STR 14, dam +2], masterwork (630 gp) 3 quiver - arrows x20 3 quiver - cold iron arrows x20 3 quiver - silver arrows x20 1 potion belt, masterwork (10/10 vials) - retrieving a potion/vial is a free action once per round - Potion of Cat's Grace (300 gp) - Potion of Clairaudience/Clairvoyance: CL = 15 (0 gp); x4 - becomes non-magical vial of water after 1 hour once removed from magic scrying pool - Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) - Potion of Endure Elements (50 gp) - Potion of Shield of Faith (50 gp) - vial of Blue Whinnis poison (120 gp each); x2 (DMG p297: injury, DC = 14, init dam = 1 CON, sec dam = unc.) 0.5 belt pouch 1 - COINS 0 - flint and steel 5 Heward's Handy Haversack (2,000 gp) - Red Wizards/Scardale mark - retrieving any item is a move action; no attacks of opportunity - left side pouch (20 lbs max: 8 lbs used) 5 - bedroll 3 - winter blanket - right side pouch (20 lbs max: 15 lbs used) 10 - trail rations, 10 days 4 - waterskin 1 - everburning torch (110 gp) - main central pack (80 lbs max: 8 lbs used) 2 - thunderstone (30 gp each) x2 5 - silk rope, 50 feet (10 gp) - grant +2 circumstance bonus on Use Rope checks 1 - healer's kit, 10 uses (50 gp) - grant +2 circumstance bonus on Heal checks ============================================================================== TREASURE silver unholy symbol: Cyric (25 gp) pp = gp = 1 necklace of small black pearls (125 gp) sp = 4 cp = 5 ============================================================================== IN ROOM: wooden unholy symbol: Cyric (1 gp) pp = gp = sp = cp = bedroll (0.1 gp) hooded lantern (7 gp) winter blanket (0.5 gp) flask of oil, 1 pint (0.1 gp) trail rations, 10 days (5 gp) quivers & 148 arrows waterskin, full (1 gp) ============================================================================== ESCAPE PACK (wt = 36 lbs; value = 436.1 gp) 2 backpack (2 gp) 8 - explorer's outfit (10 gp) 10 - trail rations, 10 days (5 gp) 4 - waterskin, full (1 gp) 5 - bedroll (0.1 gp) 0.5 - belt pouch (1 gp) 0 - flint and steel (1 gp) 0.5 - belt pouch (1 gp) 1 - COINS: 50 gp 1 - sunrod (2 gp) 1 - dagger (2 gp) 0 - vial of Blue Whinnis poison (120 gp each); 3 - quiver - arrows x20 (1 gp) ============================================================================== SPECIAL NOTES: prestige class = assassin ? - disguise 4 ranks, hide 8 ranks, move silently 8 ranks get feats - weapon focus: shortsword +1 hit - improved critical: shortsword (base attack +8) - telling blow (sneak attack) - two-weapon rend (BA+11, DEX 15, two-weapon fighting) - next favoured enemy = elves get items --------- - RENDING GAUNTLETS - 3,610 gp If you deal damage to a creature with at least two different weapons or natural attacks on your turn, you can activate rending gauntlets to deal an extra 2d6 points of damage with the second attack. This ability functions three times per day. ENEMY SPIRIT POUCH - Elves - 2,100 gp +1 competence bonus on attack rolls against Elves If you are a ranger, the pouch increases your favored enemy bonus against creatures of its type by 2. "Fangs of the Hydra" - #1 = +1 bonus = bane - human = +2 bonus, +2d6 damage (fiercebane?) - #2 = +1 bonus = bane - orc = +2 bonus, +2d6 damage - +1 bonus = Venomous 3/day coat weapon in poison dealing 1d4 initial and secondary Str damage - +1 bonus = Vicious +2d6 damage, 1d6 damage to you on every attack