Under Progress
I'm trying to make a Gnome Ranger. I will be editing this post a lot.
If you see any obvious error please make me know.
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GNOMES
• +2 Constitution, –2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class,
a +1 size
bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses
smaller
weapons than humans use, and his lifting and carrying limits are
three-quarters of
those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight,
moonlight,
torchlight, and similar conditions of poor illumination. He retains the
ability to
distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial
weapons rather
than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion
spells cast
by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any
time a
creature loses its Dexterity bonus (if any) to Armor Class, such as when
it’s caught
flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic,
Dwarven, Elven,
Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing
mammal (a
badger, fox, rabbit, or the like, see below). This ability is innate to
gnomes. See
the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only,
duration 1
minute). A gnome with a Charisma score of at least 10 also has the
following
spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation.
Caster
level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when
determining whether he takes an experience point penalty.
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RANGER
Alignment: Any.
Hit Die: d8.
Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb
(Str),
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Jump
(Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int),
Knowledge
(nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride
(Dex),
Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Ranger
—Spells per Day—
Level Base Attack Bonus Fort Save Ref Save Will Save
Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favored enemy, Track, wild
empathy —
— — —
2nd +2 +3 +3 +0 Combat style — — —
—
3rd +3 +3 +3 +1 Endurance — — —
—
4th +4 +4 +4 +1 Animal companion 0 —
—
—
5th +5 +4 +4 +1 2nd favored enemy 0 —
—
—
6th +6/+1 +5 +5 +2 Improved combat style 1 —
—
—
7th +7/+2 +5 +5 +2 Woodland stride 1 — —
—
8th +8/+3 +6 +6 +2 Swift tracker 1 0 —
—
9th +9/+4 +6 +6 +3 Evasion 1 0 — —
10th +10/+5 +7 +7 +3 3rd favored enemy 1 1
—
—
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1
1
0 —
12th +12/+7/+2 +8 +8 +4 1 1 1
—
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1
1
—
14th +14/+9/+4 +9 +9 +4 2 1 1
0
15th +15/+10/+5 +9 +9 +5 4th favored enemy 2
1
1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1
1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2
2
2 1
18th +18/+13/+8/+3 +11 +11 +6 3 2 2
1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3
2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy 3
3
3 3
Class Features
All of the following are class features of the ranger.
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.
Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
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 bonus 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.
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Code:
[B]Name:[/B] Vaanork
[B]Quote[/B] [COLOR=Indigo]Ready to go![/COLOR]
[B]Class:[/B] Ranger
[B]Race:[/B] Gnome
[B]Size:[/B] small
[B]Gender:[/B] male
[B]Alignment:[/B] neutral
[B]Deity:[/B] Obad-Hai
[B]Str:[/B]12(6p)[B]Level:[/B] 2 [B]XP:1100[/B] XXXX
[B]Dex:[/B]14 +X (6p) [B]BAB:[/B] +2 [B]HP:[/B]
8(1d8)+4+2x3(Con)= 18
[B]Con:[/B]16(6p)[B]Grapple:[/B] -1 [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B]14 +X (6p) [B]Speed:[/B] 20' [B]Spell Res:[/B] XX
[B]Wis:[/B]14 +X (6p) [B]Init:[/B] +X [B]Spell Save:[/B] +X
[B]Cha:[/B]10 +X (2p) [B]AC:[/B] +1 [B]Spell Fail:[/B] 15%
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +3 +X +2 +1 +X +X +16
[B]Touch:[/B] XX [B]Flatfooted:[/B] XX
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 3 +3 +X +6
[B]Ref:[/B] 3 +2 +X +5
[B]Will:[/B] 0 +2 +2
[B]Weapon Attack Damage Critical[/B]
Shortbow, composite MW 375gp +6 1d4+1 x3
Hammer,gnome hooked (20gp) +4 1d6/1d4+1 x3/x4 x3
[B]Languages:[/B] Common [Verdar]
Gnome
Bonus Languages: Kronerg
Cruf
[B]Abilities:[/B]
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial
weapons rather than exotic weapons.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion
spells cast by gnomes
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any
time a creature loses its Dexterity bonus (if any) to Armor Class, such as
when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (alchemy) checks.
[B]Feats:[/B]
[B]POINT BLANK SHOT [GENERAL][/B]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons
at ranges of up to 30 feet.
[B]Weapon and Armor Proficiency:[/B] A ranger is proficient with all simple
and martial weapons, and
with light armor and shields (except tower shields).
[B]Favored Enemy (Ex): [/B] Magical Beast.
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
[B]Track: [/B]
[B]Combat Style (Ex): [/B]Rapid Shot: 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.
[B]Skill Points:[/B] 40 (6 + Int modifier) x 4.+ 6 + Int modifier (per
level)
[B]Max Ranks:[/B] 3+lvl
[B]Skills Ranks Mod Misc Total[/B]
Climb 2 +1 str +2
Concentration 1 +3 con +4
Craft [trappmaking] 1 +2 int +3
Handle Animal 1 +0 cha +1
Heal 3 +2 wis +5
Hide 4 +2 dex +4 +10
jump 1 +1 str -6 -4
Knowledge (dungeoneering) 2 +2 int +4
Knowledge (geography) 2 +2 int +4
Knowledge (nature) 3 +2 int +5
Listen 3 +2 wis +2 +7
Move Silently 5 +2 dex +7
Profession [trade] 0 +2 wis +2
ride 0 +2 dex +2
search 5 +2 int +7
spot 4 +2 wis +6
survival 2 +2 wis +4
swim 0 +1 str +1
use rope 1 +2 dex +3
[B]Equipment: Cost Weight[/B]
Studded leather MW......325gp XXlb
Hammer,gnome hooked.....320gp XXlb
Shortbow, composite MW..375gp XXlb
artisan tools.............5gp
Backpack..................2gp...2lb
Candle....................1cp...--
Flint and steel...........1gp...--
Pouch, belt...............1gp...1/2lb
Trail rations (x4)........2gp...4lb
Explorer's Outfit........10....--
silk rope 50'............10gp
waterskin.................1gp
bedroll...................1sp
XXXX XXgp XXlb
[B]Total Weight:[/B]XXlb [B]Money:[/B] 146gp 9sp XXcp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] XXX XXX XXX XXX XXX
[B]Age:[/B] 50
[B]Height:[/B] 1,30 Mt
[B]Weight:[/B] 40 KG
[B]Eyes:[/B] brown/green
[B]Hair:[/B] dark brown
[B]Skin:[/B] light brown/darkgreen
Appearance: Vaanork is not a beatifull man, he is a solitary kind og gnome, waling the jungle searching, and killing birds and other kinds of animal to sell. He uses some clothes in green, brown, and blacks, making it difficult even for the trained eye to see him when in the jungle. He often paints his face with pigments from leafs and soils, scaring more than one
children when he get to the trading post of the region.
Background: Native of Verdar. The influence of the elves was big in this part of the world. He had always had a secretly admired the elves, and it sure was one of the reasons to him to become a Ranger, trying to track hunting elfs and sometimes kill they prey just infront of their eyes.
He had few friends which with who he often went into the jungle to hunt and gather. Exotic Furs, Exotic Magical components and borca leaf was thing they always was looking after. they payed quite good at the trading post.
His parents did he know just for s short time. When he was 30 years old his parents quite worried to leave their young child at house, when out one a journey to The Cruf, to sell gems and exotic furs. His father trader of profession and a scholar of sorcery, his mother druid and and a skilled skinner. They both never came back. Vaanork and his realtives searched for them for almost a year, traveling the distance to The Cruf two times, where
the humans and lizardmen of the gates, said the couple never crossed the gates.
Vaanork did hide some years in the jungle, learning many skills and being exposed to many dangers. Many scars from claw crosses his back and arms. Many scars from stings in his face and hands tells the story of a honey gather.
One of his hunter group was Sherylee Surefoot a little halfling and a ranger as him. They associated sometimes when trying to take down the bigger animals and magical beast. That was some months ago and as they where a good hunting team they sometimes climbed some branches and used the borca leaf to distract the mind from the everyday work.
Lately he had meet a Druid named Huynia Amaru that followed the gnome and halfling to a nearby river taking there the walk over a hill. Vaanork, had more then once thought of sneak upon the tall elf, and see what he gathered and find out if it had some profit. But decided that it was not a good idea to sneak upon a druid. Those druids are quite odd he commented to Sherylee seeing the druid elf taking over the hill one morning.