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<blockquote data-quote="Scott DeWar" data-source="post: 5398702" data-attributes="member: 49929"><p>Hedron longarrow NG Human Ranger 20</p><p></p><p>[code]</p><p></p><p>[b]STR[/B] 19 +4 [B]class:[/B] Ranger [B]Level:[/B] 20 [B]EXP:[/B]</p><p>[B]DEX[/B] 25 +7 [B]HD:[/B] 20 d 10 + 80 [B]HP:[/B] 280/280</p><p>[B]CON[/B] 20 +5 [B]DR:[/B]</p><p>[B]INT[/B] 20 +5 BAB: +20/+15/+10/+5 CMB:+24/+19/+14/+9 CMD 31</p><p>[B]WIS[/B] 22 +6 initiative: +7</p><p>[B]CHA[/B] 18 +4 </p><p></p><p>human adjustment +2 to dex</p><p>level adjustments:</p><p>4: +1 Dex 8: +1 Wis 12: +1 Dex 16: +1 Wis 20: +1 Dex</p><p>belt or perfection +6 to str, dex, con</p><p>headband +6 to int, wis and cha</p><p></p><p>[B][U]Saves: base abil misc total[/U][/B]</p><p>[B]Fort[/B] +12 +5 +5 +22</p><p>[B]Ref[/B] +12 +7 +5 +24</p><p>[B]Will[/B] +6 +6 +5 +17</p><p></p><p>Combat:</p><p>weapon attack damage crit range type notes</p><p>Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*</p><p> +32/+27/+22/+17 1d8+9 19-20/X3 220 ft P -1/220ft bynd 1st 220</p><p> +32 4d8+9 19-20/X3 220 ft P (Gtr vital strike)</p><p>* +34/+29/+24/+19 1d8+9+2d6 19-20/X3 220 ft P (with giant bane)</p><p>* +34 4d8+9+2d6 19-20/X3 220 ft P [size=1](w/ giant bane/Gtr vital strike)[/size]</p><p> +1d6 flaming (from flaming burst)</p><p> +2d10 dam on crit (flaming burst) </p><p> +1 att +1 dam (Feat point blank shot)</p><p>longsword, +3 encht</p><p> +27/+22/+17/+12 1d8+7 19-20/x2 --- S</p><p> +27 4d8+7 19-20/x2 --- S (gtr vital strike)</p><p>dagger,adamentine +1 (see also Feats: point blank shot and far shot)</p><p> +25/+20/+15/+10 1d4+5 19-20/x2 10 ft P/S</p><p> +25 4d4+5 19-20/x2 10 ft P/S (gtr vital strike)</p><p>mace, hvy +2, disrup </p><p> +26/+21/+16/+11 </p><p> Undead: dc 14 fort save or destroyed</p><p> +26 (gtr vital strike)</p><p>arrow- adamentine X 20 </p><p> 00000 00000 00000 (00000)</p><p>Arrow- Bane: undead, +1 ench X 50 (vs undead: +2 att, +2d6 dam) </p><p> 00000 000000 00000 00000 00000 00000 00000 00000 (00000 00000)</p><p>Arrow-cold iron X 20 </p><p> 00000 00000 00000 (00000)</p><p>Arrows, norm X 40</p><p> (00000 00000 00000 00000 00000 00000 00000 00000)</p><p>Ammo: (# is in efficient quiver) otherwise in haversack</p><p></p><p> max spell</p><p>Armr bonus dex/dex ACP fail magic wt move type</p><p>mith. breastplate +6 +5/+5 -2 15% +9 15 20 lite</p><p></p><p>A/C/TOUCH/FF</p><p>30 / 24/ 25</p><p></p><p>Favored Enemy:</p><p>:1: humanoid: goblinoid</p><p>:2: undead</p><p>:3: humanoid: giant</p><p>:4: outsider: evil</p><p>:5: Monstrous humanoid</p><p></p><p>Favored Terrain:</p><p>:1: forest</p><p>:2: cold</p><p>:3: mountains</p><p>:4: planes-lower</p><p></p><p>Class Features:</p><p>Tracking</p><p>Wild Empathy</p><p>Combat Style: Archery-Far shot</p><p>Endurance</p><p>Hunter's Bond: Bound to allies</p><p>Archery style feat: Rapid shot</p><p>Woodland stride</p><p>Swift Tracker</p><p>Evasion</p><p>Archery style Feat: improved precise shot</p><p>Quarry</p><p>Camouflage</p><p>Archery style Feat: pinpoint tarting</p><p>Improved Evasion</p><p>Hide in plain sight</p><p>Archery style Feat: Shot on the run</p><p>Improved Quarry</p><p>Master Hunter</p><p></p><p>Feats:</p><p>Race: point blank shot (+1 att, +1 dam within 30 fft rabge)</p><p>lev 1 precise shot (shoot into melee with no penaty)</p><p>lev 3 deadly aim (-5 att gives +10 damage)</p><p>lev 5 Master craftsman</p><p>lev 7 Craft Magic arms/armor</p><p>lev 9 Improved critical (X 2 crit threat range)</p><p>lev 11 Critical focus (+4 bonus on attack rolls made to confirm</p><p> critical hits)</p><p>lev 13 vital strike </p><p>[sblock=feat description]</p><p>Vital Strike (Combat)</p><p></p><p>Benefit: When you use the attack action, you can make one</p><p>attack at your highest base attack bonus that deals additional</p><p>damage. Roll the damage dice for the attack twice and add</p><p>the results together, but do not multiply damage bonuses</p><p>from Strength, weapon abilities (such as flaming), or</p><p>precision-based damage (such as sneak attack). This bonus</p><p>damage is not multiplied on a critical hit (although other</p><p>damage bonuses are multiplied normally).[/sblock]</p><p>lev 15 improved vital strike</p><p>lev 17 Self-Sufficient +4 to heal and survival</p><p>[sblock=feat description]Benefit: As a standard action, make a single ranged attack.</p><p>The target does not gain any armor, natural armor, or shield</p><p>bonuses to its Armor Class. You do not gain the benefit of</p><p>this feat if you move this round.[/sblock]</p><p>lev 19 Greater vital strike</p><p></p><p>Skills: 6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280</p><p></p><p>[B]skill ranks c/s abil misc total notes[/B]</p><p>Acrobatics (dex) + 1 -- +6 +7 +14 (boots)</p><p>Climb (Str) +20 +3 +3 +6 +32 (gloves)</p><p>Craft</p><p> (Bowyer/fletcher) (Int) +20 +3 +5 +2 +30 (FEAT, CSTR LVL = 20)</p><p>Handle Animal (Cha) +10 +3 +4 --- +17</p><p>Heal (Wis) +20 +3 +6 +4 +33 (FEAT)</p><p>Knowledge</p><p> (dungeoneering) (Int) +20 +3 +5 --- +28</p><p> (geography) (Int) +20 +3 +5 --- +28</p><p> (nature) (Int) +20 +3 +5 --- +28</p><p> (arcane) (int) --- -- +5 +20 +25 (headband)</p><p> (Planes) (int) --- -- +5 +20 +25 (headband)</p><p>Perception (Wis) +20 +3 +6 --- +29</p><p>Profession (hunter) (Wis) +15 +3 +6 --- +24</p><p>Ride (Dex) +14 +3 +5 --- +22</p><p>Spellcraft (Int) +15 +3 +5 --- +23</p><p>Stealth (Dex) +20 +3 +7 +10 +40 (ring)</p><p>Survival (Wis) +20 +3 +6 +4 +33 (FEAT) (+10 for tracking)</p><p>Swim (Str) +15 +3 +4 +5 +27 (gloves)</p><p></p><p>Items:</p><p>Mithral breastplate, glamored</p><p> +4 ench, ghost touch, 55 900.0 gp</p><p>Bow, long comp,mighty +4</p><p> bane: human.: giant, +5 enc</p><p> distance, flaming, burst 162 800.0 gp</p><p>arrow- adamentine X 20 1 200.0 gp</p><p>Arrow- Bane: undead, +1 ench X 50 8 000.0 gp </p><p>Arrow-cold iron X 20 1.5 gp</p><p>long sword, +3 18 000.0 gp</p><p>dagger,adamentine +1 5 002.0 gp</p><p>mace, hvy +2, disrup 32 312.0 gp</p><p>Handy haversack 2 000.0 gp</p><p>efficient quiver 1 800.0 gp</p><p>belt of physical perfection: +6 144 000.0 gp</p><p>Boat, Folding 7 200.0 gp</p><p>boots stride/spring 5 500.0 gp</p><p>Cloak of Resistance +5 25 000.0 gp</p><p>decanter of endless water 4 500.0 gp</p><p>gloves of swimming and climbing 6 250.0 gp</p><p>goggles of night 12 000.0 gp</p><p>headband of Mental Superiority +6 144 000.0 gp skills: know planes & arcane</p><p>necklace adaptation 9 000.0 gp</p><p>Sustaining Spoon 5 400.0 gp</p><p>Amulet of natural armor +5 50 000.0 gp </p><p>Ring of freedom of movement 40 000.0 gp</p><p>Ring of Chameleon Power 12 700.0 gp</p><p>potion haste 00000 00000 7 500.0 gp</p><p>potion cure serious 000000 00000 7 500.0 gp 3d8+5</p><p>potion rem disease 000 2 250.0 gp</p><p>=============================================</p><p> 709 863.5 gp</p><p></p><p>Spells/day: :1: :2: :3: :4:</p><p>Base 4 4 3 3</p><p>[u]Bonus 2 1 1 1 [/u]</p><p>total 6 5 4 4 </p><p></p><p>spell preped:</p><p></p><p>level 1</p><p>Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy</p><p></p><p>level 2</p><p>cure lite; cure lite; wind wall; prot fm energy; prot fm energy</p><p></p><p>level 3</p><p>tree shape; water walk; cure mid.; plant growth</p><p></p><p>level 4</p><p>Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride</p><p></p><p>[/code]</p><p></p><p>[sblock=ranger spells]</p><p></p><p></p><p>1st-Level Ranger Spells</p><p></p><p>Alarm: Wards an area for 2 hours/level.</p><p>Animal Messenger: Sends a Tiny animal to a specific place.</p><p>Calm Animals: Calms 2d4 + level HD of animals.</p><p>Charm Animal: Makes one animal your friend.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.</p><p>Detect Animals or Plants: Detects kinds of animals or plants.</p><p>Detect Poison: Detects poison in one creature or object.</p><p>Detect Snares and Pits: Reveals natural or primitive traps.</p><p>Endure Elements: Exist comfortably in hot or cold regions.</p><p>Entangle: Plants entangle everyone in 40-ft. radius.</p><p>Hide from Animals: Animals can't perceive one subject/level.</p><p>Jump: Subject gets bonus on Acrobatics checks.</p><p>Longstrider: Your base speed increases by 10 ft.</p><p>Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.</p><p>Pass without Trace: One subject/level leaves no tracks.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.</p><p>Speak with Animals: You can communicate with animals.</p><p>Summon Nature's Ally I: Summons creature to fight for you.</p><p></p><p>2nd-Level Ranger Spells</p><p></p><p>Barkskin: Grants +2 (or higher) enhancement to natural armor.</p><p>Bear's Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Cat's Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).</p><p>Hold Animal: Paralyzes one animal for 1 round/level.</p><p>Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.</p><p>Snare: Creates a magic booby trap.</p><p>Speak with Plants: You can talk to plants and plant creatures.</p><p>Spike Growth: Creatures in area take 1d4 damage, may be slowed.</p><p>Summon Nature's Ally II: Summons creature to fight for you.</p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p></p><p>3rd-Level Ranger Spells</p><p></p><p>Command Plants: Sway the actions of plant creatures.</p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).</p><p>Darkvision: See 60 ft. in total darkness.</p><p>Diminish Plants: Reduces size or blights growth of normal plants.</p><p>Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5).</p><p>Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.</p><p>Plant Growth: Grows vegetation, improves crops.</p><p>Reduce Animal: Shrinks one willing animal.</p><p>Remove Disease: Cures all diseases affecting subject.</p><p>Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.</p><p>Summon Nature's Ally III: Summons creature to fight for you.</p><p>Tree Shape: You look exactly like a tree for 1 hour/level.</p><p>Water Walk: Subject treads on water as if solid.</p><p></p><p>4th-Level Ranger Spells</p><p></p><p>Animal Growth: One animal doubles in size.</p><p>Commune with Nature: Learn about terrain for 1 mile/level.</p><p>Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).</p><p>Freedom of Movement: Subject moves normally despite impediments to movement.</p><p>Non-detection M: Hides subject from divination, scrying.</p><p>Summon Nature's Ally IV: Summons creature to fight for you.</p><p>Tree Stride: Step from one tree to another far away.</p><p></p><p>[/sblock]</p><p></p><p>special info:</p><p>[sblock=favored enemy]a +2 bonus on Bluff, Knowledge, Perception, Sense</p><p>Motive, and Survival checks against creatures of his selected</p><p>type. Likewise, he gets a +2 bonus on weapon attack and</p><p>damage rolls against them. A ranger may make Knowledge</p><p>skill check[/sblock]</p><p>[sblock=favored terrain]At 3rd level, a ranger may select a</p><p>type of terrain from the Favored Terrains table. The ranger</p><p>gains a +2 bonus on initiative checks and Knowledge</p><p>(geography), Perception, Stealth, and Survival skill checks</p><p>when he is in this terrain. A ranger traveling through his</p><p>favored terrain normally leaves no trail and cannot be tracked</p><p>(though he may leave a trail if he so chooses).[/sblock]</p><p></p><p>[sblock=stat block]</p><p></p><p>Hedron Treefriend NG Human Ranger 20 hp: 280 / 280</p><p></p><p>Senses:</p><p>60 ft dark vision; perception + 29; stealth +40; survival +33; tracking +43</p><p>[code]</p><p>Saves:</p><p>Fort +22</p><p>Ref +24</p><p>Will +17</p><p></p><p>A/C/TOUCH/FF</p><p>30 / 24/ 25</p><p></p><p>Combat: primary weapon</p><p>weapon attack damage crit range type notes</p><p>Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]*</p><p> +32/+27/+22/+17 1d8+9 19-20/X3 220 ft P -1/220ft bynd 1st 220</p><p> +32 4d8+9 19-20/X3 220 ft P (Gtr vital strike)</p><p>* +34/+29/+24/+19 1d8+9+2d6 19-20/X3 220 ft P (with giant bane)</p><p>* +34 4d8+9+2d6 19-20/X3 220 ft P [size=1](w/ giant bane/Gtr vital strike)[/size]</p><p> +2d10 dam on crit (flaming burst) </p><p> +1 att +1 dam (Feat point blank shot)</p><p>[/code]</p><p>Favored Enemy:</p><p><img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> humanoid: goblinoid +10</p><p><img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> undead +8</p><p><img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> humanoid: giant +6</p><p><img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> outsider: evil +4</p><p><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Monstrous humanoid +2</p><p></p><p>Favored Terrain:</p><p><img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> forest +8</p><p><img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> cold +6</p><p><img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> mountains +4</p><p><img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> planes-lower +2</p><p></p><p>[/sblock]</p><p></p><p>[sblock=spells prepared]</p><p>spell preped:</p><p></p><p>level 1</p><p>Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy</p><p></p><p>level 2</p><p>cure lite; cure lite; wind wall; prot fm energy; prot fm energy</p><p></p><p>level 3</p><p>tree shape; water walk; cure mid.; plant growth</p><p></p><p>level 4</p><p>Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5398702, member: 49929"] Hedron longarrow NG Human Ranger 20 [code] [b]STR[/B] 19 +4 [B]class:[/B] Ranger [B]Level:[/B] 20 [B]EXP:[/B] [B]DEX[/B] 25 +7 [B]HD:[/B] 20 d 10 + 80 [B]HP:[/B] 280/280 [B]CON[/B] 20 +5 [B]DR:[/B] [B]INT[/B] 20 +5 BAB: +20/+15/+10/+5 CMB:+24/+19/+14/+9 CMD 31 [B]WIS[/B] 22 +6 initiative: +7 [B]CHA[/B] 18 +4 human adjustment +2 to dex level adjustments: 4: +1 Dex 8: +1 Wis 12: +1 Dex 16: +1 Wis 20: +1 Dex belt or perfection +6 to str, dex, con headband +6 to int, wis and cha [B][U]Saves: base abil misc total[/U][/B] [B]Fort[/B] +12 +5 +5 +22 [B]Ref[/B] +12 +7 +5 +24 [B]Will[/B] +6 +6 +5 +17 Combat: weapon attack damage crit range type notes Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]* +32/+27/+22/+17 1d8+9 19-20/X3 220 ft P -1/220ft bynd 1st 220 +32 4d8+9 19-20/X3 220 ft P (Gtr vital strike) * +34/+29/+24/+19 1d8+9+2d6 19-20/X3 220 ft P (with giant bane) * +34 4d8+9+2d6 19-20/X3 220 ft P [size=1](w/ giant bane/Gtr vital strike)[/size] +1d6 flaming (from flaming burst) +2d10 dam on crit (flaming burst) +1 att +1 dam (Feat point blank shot) longsword, +3 encht +27/+22/+17/+12 1d8+7 19-20/x2 --- S +27 4d8+7 19-20/x2 --- S (gtr vital strike) dagger,adamentine +1 (see also Feats: point blank shot and far shot) +25/+20/+15/+10 1d4+5 19-20/x2 10 ft P/S +25 4d4+5 19-20/x2 10 ft P/S (gtr vital strike) mace, hvy +2, disrup +26/+21/+16/+11 Undead: dc 14 fort save or destroyed +26 (gtr vital strike) arrow- adamentine X 20 00000 00000 00000 (00000) Arrow- Bane: undead, +1 ench X 50 (vs undead: +2 att, +2d6 dam) 00000 000000 00000 00000 00000 00000 00000 00000 (00000 00000) Arrow-cold iron X 20 00000 00000 00000 (00000) Arrows, norm X 40 (00000 00000 00000 00000 00000 00000 00000 00000) Ammo: (# is in efficient quiver) otherwise in haversack max spell Armr bonus dex/dex ACP fail magic wt move type mith. breastplate +6 +5/+5 -2 15% +9 15 20 lite A/C/TOUCH/FF 30 / 24/ 25 Favored Enemy: :1: humanoid: goblinoid :2: undead :3: humanoid: giant :4: outsider: evil :5: Monstrous humanoid Favored Terrain: :1: forest :2: cold :3: mountains :4: planes-lower Class Features: Tracking Wild Empathy Combat Style: Archery-Far shot Endurance Hunter's Bond: Bound to allies Archery style feat: Rapid shot Woodland stride Swift Tracker Evasion Archery style Feat: improved precise shot Quarry Camouflage Archery style Feat: pinpoint tarting Improved Evasion Hide in plain sight Archery style Feat: Shot on the run Improved Quarry Master Hunter Feats: Race: point blank shot (+1 att, +1 dam within 30 fft rabge) lev 1 precise shot (shoot into melee with no penaty) lev 3 deadly aim (-5 att gives +10 damage) lev 5 Master craftsman lev 7 Craft Magic arms/armor lev 9 Improved critical (X 2 crit threat range) lev 11 Critical focus (+4 bonus on attack rolls made to confirm critical hits) lev 13 vital strike [sblock=feat description] Vital Strike (Combat) Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).[/sblock] lev 15 improved vital strike lev 17 Self-Sufficient +4 to heal and survival [sblock=feat description]Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.[/sblock] lev 19 Greater vital strike Skills: 6 (base) +5 (int) +1 (race) +1 (fav class) / level X 20 levels = 280 [B]skill ranks c/s abil misc total notes[/B] Acrobatics (dex) + 1 -- +6 +7 +14 (boots) Climb (Str) +20 +3 +3 +6 +32 (gloves) Craft (Bowyer/fletcher) (Int) +20 +3 +5 +2 +30 (FEAT, CSTR LVL = 20) Handle Animal (Cha) +10 +3 +4 --- +17 Heal (Wis) +20 +3 +6 +4 +33 (FEAT) Knowledge (dungeoneering) (Int) +20 +3 +5 --- +28 (geography) (Int) +20 +3 +5 --- +28 (nature) (Int) +20 +3 +5 --- +28 (arcane) (int) --- -- +5 +20 +25 (headband) (Planes) (int) --- -- +5 +20 +25 (headband) Perception (Wis) +20 +3 +6 --- +29 Profession (hunter) (Wis) +15 +3 +6 --- +24 Ride (Dex) +14 +3 +5 --- +22 Spellcraft (Int) +15 +3 +5 --- +23 Stealth (Dex) +20 +3 +7 +10 +40 (ring) Survival (Wis) +20 +3 +6 +4 +33 (FEAT) (+10 for tracking) Swim (Str) +15 +3 +4 +5 +27 (gloves) Items: Mithral breastplate, glamored +4 ench, ghost touch, 55 900.0 gp Bow, long comp,mighty +4 bane: human.: giant, +5 enc distance, flaming, burst 162 800.0 gp arrow- adamentine X 20 1 200.0 gp Arrow- Bane: undead, +1 ench X 50 8 000.0 gp Arrow-cold iron X 20 1.5 gp long sword, +3 18 000.0 gp dagger,adamentine +1 5 002.0 gp mace, hvy +2, disrup 32 312.0 gp Handy haversack 2 000.0 gp efficient quiver 1 800.0 gp belt of physical perfection: +6 144 000.0 gp Boat, Folding 7 200.0 gp boots stride/spring 5 500.0 gp Cloak of Resistance +5 25 000.0 gp decanter of endless water 4 500.0 gp gloves of swimming and climbing 6 250.0 gp goggles of night 12 000.0 gp headband of Mental Superiority +6 144 000.0 gp skills: know planes & arcane necklace adaptation 9 000.0 gp Sustaining Spoon 5 400.0 gp Amulet of natural armor +5 50 000.0 gp Ring of freedom of movement 40 000.0 gp Ring of Chameleon Power 12 700.0 gp potion haste 00000 00000 7 500.0 gp potion cure serious 000000 00000 7 500.0 gp 3d8+5 potion rem disease 000 2 250.0 gp ============================================= 709 863.5 gp Spells/day: :1: :2: :3: :4: Base 4 4 3 3 [u]Bonus 2 1 1 1 [/u] total 6 5 4 4 spell preped: level 1 Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy level 2 cure lite; cure lite; wind wall; prot fm energy; prot fm energy level 3 tree shape; water walk; cure mid.; plant growth level 4 Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride [/code] [sblock=ranger spells] 1st-Level Ranger Spells Alarm: Wards an area for 2 hours/level. Animal Messenger: Sends a Tiny animal to a specific place. Calm Animals: Calms 2d4 + level HD of animals. Charm Animal: Makes one animal your friend. Delay Poison: Stops poison from harming subject for 1 hour/level. Detect Animals or Plants: Detects kinds of animals or plants. Detect Poison: Detects poison in one creature or object. Detect Snares and Pits: Reveals natural or primitive traps. Endure Elements: Exist comfortably in hot or cold regions. Entangle: Plants entangle everyone in 40-ft. radius. Hide from Animals: Animals can't perceive one subject/level. Jump: Subject gets bonus on Acrobatics checks. Longstrider: Your base speed increases by 10 ft. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Pass without Trace: One subject/level leaves no tracks. Read Magic: Read scrolls and spellbooks. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Speak with Animals: You can communicate with animals. Summon Nature's Ally I: Summons creature to fight for you. 2nd-Level Ranger Spells Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Hold Animal: Paralyzes one animal for 1 round/level. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Protection from Energy: Absorbs 12 points/level of damage from one kind of energy. Snare: Creates a magic booby trap. Speak with Plants: You can talk to plants and plant creatures. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Summon Nature's Ally II: Summons creature to fight for you. Wind Wall: Deflects arrows, smaller creatures, and gases. 3rd-Level Ranger Spells Command Plants: Sway the actions of plant creatures. Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10). Darkvision: See 60 ft. in total darkness. Diminish Plants: Reduces size or blights growth of normal plants. Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5). Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Plant Growth: Grows vegetation, improves crops. Reduce Animal: Shrinks one willing animal. Remove Disease: Cures all diseases affecting subject. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Summon Nature's Ally III: Summons creature to fight for you. Tree Shape: You look exactly like a tree for 1 hour/level. Water Walk: Subject treads on water as if solid. 4th-Level Ranger Spells Animal Growth: One animal doubles in size. Commune with Nature: Learn about terrain for 1 mile/level. Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15). Freedom of Movement: Subject moves normally despite impediments to movement. Non-detection M: Hides subject from divination, scrying. Summon Nature's Ally IV: Summons creature to fight for you. Tree Stride: Step from one tree to another far away. [/sblock] special info: [sblock=favored enemy]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 check[/sblock] [sblock=favored terrain]At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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).[/sblock] [sblock=stat block] Hedron Treefriend NG Human Ranger 20 hp: 280 / 280 Senses: 60 ft dark vision; perception + 29; stealth +40; survival +33; tracking +43 [code] Saves: Fort +22 Ref +24 Will +17 A/C/TOUCH/FF 30 / 24/ 25 Combat: primary weapon weapon attack damage crit range type notes Bow, long comp,[size=1]mighty +4, +5 enc, distance, flaming burst, bane: human(giant)[/size]* +32/+27/+22/+17 1d8+9 19-20/X3 220 ft P -1/220ft bynd 1st 220 +32 4d8+9 19-20/X3 220 ft P (Gtr vital strike) * +34/+29/+24/+19 1d8+9+2d6 19-20/X3 220 ft P (with giant bane) * +34 4d8+9+2d6 19-20/X3 220 ft P [size=1](w/ giant bane/Gtr vital strike)[/size] +2d10 dam on crit (flaming burst) +1 att +1 dam (Feat point blank shot) [/code] Favored Enemy: :1: humanoid: goblinoid +10 :2: undead +8 :3: humanoid: giant +6 :4: outsider: evil +4 :5: Monstrous humanoid +2 Favored Terrain: :1: forest +8 :2: cold +6 :3: mountains +4 :4: planes-lower +2 [/sblock] [sblock=spells prepared] spell preped: level 1 Detect Snares and Pit; Longstrider; Resist Energy; Resist Energy level 2 cure lite; cure lite; wind wall; prot fm energy; prot fm energy level 3 tree shape; water walk; cure mid.; plant growth level 4 Commune with Nature; Cure Serious Wounds; Tree Stride; Tree Stride [/sblock] [/QUOTE]
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