The last colony OOC thread

DarkMaster

First Post
Interesting concepts, I will have to review them in more details.

The backgrounds are also giving me some idea. I must admit that I have to re-read the prophecy and see how I can re-use that.

At first glance I have the following comment. Huynia has 12 Hp (8+4)
George: I am scared that with 6 hp he won't survive very long. Also what is his alignement.
 

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Eluvan

First Post
Oh yeah, you're right about the HP... thanks. He had a 12 con at one point, and I forgot to edit the HP back down when I changed that.

As for the prophecy - please do offer some feedback. I just wrote it down off the top of my head as the ideas came to me, so interpret it however you choose and have me change bits if you want. I don't mind at all. :)
 

Songdragon

Explorer
Sherylee Surefoot

Code:
[color=plum][b]Sherylee Surefoot[/b]

Halfling Female; 
Ranger 2nd level
HD 2d8 ( hp 12 )
Init +4
Spd 20 ft.
AC 18 (touch AC 15, flatfooted 14)
BAB +2
Attacks: Ranged +7 (+5/+5) Comp Longbow (1d6) (+1 to attack and damage within 30 ft)
Melee +3 kukri (1d3) 
Face/Reach 5 ft/5 ft 
SA: Nil
SQ: Nil
AL NG 
SV Fort +4, Ref  +8, Will +3

Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 12.

[b]Skills:[/b]
Balance +3 (+4 Dex -1 armor check)
Bluff +1 (+1 Cha)
Climb +1 (+2 racial -1 armor check)
Diplomacy +1 (+1 Cha)
Escape Artist +4 (+4 dex -1 armor check)
Handle Animal +6 (5 ranks +1 Cha)
Heal +2 (+2 Wis)
Hide +12 (5 ranks +4 Dex +4 size -1 armor check)
Intimidate +1 (+1 Cha)
Jump -4 (+2 racial -6 movment 20ft)
Knowledge (Nature) +9 (5 ranks +2 Int +2 synergy)
Listen +9 (5 ranks +2 Wis +2 racial)
Move Silently +10 (5 ranks +4 Dex +2 racial -1 armor check)
Ride +11 (5 ranks +4 dex, +2 synergy)
Search +2 (+2 Int)
Spot +7 (5 ranks +2 Wis)
Survival +7 (5 ranks +2 Wis {+2 synergy in aboveground natural environments})
Swim +0
Use Rope +4 (+4 Dex)

[b]Feats/Abilities:  [/b]
Favored Enemy (Lycanthropes)
Track
Wild Empathy (d20+5)
Point Blank Shot
Rapid Shot

[b]Languages:[/b]
Axyrian
Bornom
Verdar

[b]Equipment:[/b]  

Studded Leather Armor
Masterwork Composite Longbow
(60 arrows- 40 are in pack)
Kukri 

Backpack
Belt Pouch (2)
Flint and Steel
Jungle Outfit (same as traveler's outfit)
Waterskin (2)
Exotic Saddle

gold: 1 gp
weight: 19.775 lbs

[/color]

Code:
[color=plum]
[b]Shadi[/b]

Jaguar
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 40 ft (8 squares), climb 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+5
Attack:	Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+1
Special Qualities: Low-light vision, scent
Saves:	Fort +5, Ref +7, Will +2

Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills:	Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6

Feats:	Alertness, Weapon Finesse

Environment:	Warm forests
Organization:	Solitary or pair
Challenge Rating:	2
Advancement:	4–5 HD (Medium)
Level Adjustment:	—

These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.

Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Combat Riding: Knows the Tricks: attack, come, defend, down, guard, and heel.

[/color]

Appearance
www.songdragon.net/pics/sherylee.jpg

Sherylee is small, even for a halfling, looking to be smaller then three feet tall. She has long brow hair that has been braided into many small braids. She has a light complexion, with deep hazel colored eyes. She wears a fine suit of studded leather armor, that appears to be made from some sort of reptile, which has kept its dark green hues. She carries, with great confidence and control, a small composite longbow of excellent quality, with a quiver of arrows, which have many differing colored fletchings of the various birdlife in the jungle, at her hip. Sheathed on each thigh are two small kukris. She wears a small backpack, again made from the skin of some reptile.


Background
Sherylee grew up the daughter of Axyrian merchants, Seamus and Shauna Surefoot, who was for the most part, very well off. The young halfling had all her wants and needs tended as one of the most spoiled of their three children, Pramble (the eldest) and Portia.

Sherylee was still a child traveling with her parents and siblings near the jungle when their caravan was attacked by men, yet not men. They were deformed somehow, looking far more like large lizard men, but human at the same time. When Sherylee woke after the attack, she found herself alone and under a smashed barrel. Looking over the remains of caravan, mostly just the burnt out hulk of a wagon, she found no sign of her parents, brother, nor sister. Fear set into the little girl at being left alone and believing the monsters that she would learn much later in life were werebeasts, had taken her family to kill, or worse.

Sobbing softly, she then heard large cracks behind her in the jungle, as if someone one or thing approached. Believing the creatures were returning to find her, she ran off along the road as fast as she could before ducking into another part of the jungle. She ran, and ran, until she could run no more. Now lost, and slightly injured from the many trips and falling that had occurred as she fled, Sherylee collapsed of exhaustion within the large hollowed out stump of tree.

She did not know how long it had been but when looked up about her, several strange people about her. She later learned that they were of the Bornom. After she told her tale, they were sympathetic to the young girl and one of the Bornom, Qaletaqua, took her in as his own, he and his wife, Pwoaqa, having lost a child not a year before in battle with one of the other tribes.

She was raised in simple surroundings and found that she had to do her part. And after many years she choose the path of the hunter, becoming one with the surrounding jungle, where she learned it's ways and how to survive on her own.

It was during one of her outings, that she came upon a great jungle cat. Or more, it came upon her, thinking a small halfling an easy morsel. Turning to the cat she used the skills taught by her mother and father and attempted to calm the beast. It took many hours but Sheryalee succeeded, and the great cat left her in peace, in the dwindling darkness of the night. The next morning though, the Halfling found the cat had not totally left and seemed to follow her wherever she went, yet did not attack her.

Many months later, Sherylee and the jungle cat, she named Shadi. She was able to tame the cat enough where she could easily ride the cat as a mount and the two roamed further and further from the Bornom lands. She now searches for the treacherous creatures that killed her family.

***

~ Songdragon ~
 
Last edited:

DarkMaster

First Post
SongDragon the story is good but we will have to replace the goblin by something else. There are no Goblins, Orcs or Hobgoblin native to the Island. It could either be members from another tribes or some other magical beast (like Owlbear or displacer beast) which are unusually common on the small continent.
 

Songdragon

Explorer
DarkMaster said:
SongDragon the story is good but we will have to replace the goblin by something else. There are no Goblins, Orcs or Hobgoblin native to the Island. It could either be members from another tribes or some other magical beast (like Owlbear or displacer beast) which are unusually common on the small continent.

Would Lycanthrope be acceptable? In the case of what attacked the halfling family, werecrocodiles or some such.

Also, note that I changed from the two-weapon fighting feat to the point blank shot feat. I've been going back and forth with either idea and think this one is probably the better to focus in one area.

~ Songdragon ~
 

Pencil and paper

First Post
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.



[sblock]
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.
[/sblock]


[sblock]
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.

[/sblock]


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.
 
Last edited:

Ranger Rick

First Post
DarkMaster said:
Interesting concepts, I will have to review them in more details.

The backgrounds are also giving me some idea. I must admit that I have to re-read the prophecy and see how I can re-use that.

At first glance I have the following comment. Huynia has 12 Hp (8+4)
George: I am scared that with 6 hp he won't survive very long. Also what is his alignement.


To increase my HPs I would need to do some serious over haul. A quick fix is to lower my other attributes, but that could relust in no more than an additional 2 HPs. I am not sure that there is a big difference between 6 or 8.

The serious flaw I have is that I am 1st level. To add in another level I would need to change his race. Let me tinker with him a bit. As for alignment.....I have not fully decided. If I go paladin to get HPs than he will be LG.
 

DarkMaster

First Post
Wow two small rangers up to now.

SongDragon. Lycanthrope are excellent, It just gave me a lot of ideas.

PaP if your gnome is living from his hunt I would suggests either animal or magical beast as your favored enemy.

Also if I understand correctly after adjustment he has str 12 and Con 16 so his HP would be 8(first level)+4(even level)+2x3(Con bonus) = 18
next level assuming he takes another level in Ranger he would gain 5(odd level)+3

in the skills you have to apply a -6 penality to jump because of your speed, but +4 bonus to hide for your size. Also review the str modifier 12 is giving a +1 bonus

Fortitude bonus should be 3(base) +3Con, Reflex 3(base)+2(dex), will 0(base) + 2(wis) plus whatever gnome bonus you have. We also will have to go through your combat bonus. One more thing don't forget the +1AC due to size.

Ranger Rick: If you want you could make a 2nd level human rogue with Celestial bloodline. That would give you some extra powers/ability at each level but you would have to take a virtual level at 3/9 and 16 (not too sure about 9 and 16) these level would not give you extra HD, BAB, Skill points ect They would just give you another bloodline power and could be added when determining caster level and such.

I don't have my book with me now but if you are interested I can post the detail tonight. I don't remember what it gives at first but at second you would gain alertness feat, and at 3rd you would gain +1 Wis.
 

Pencil and paper

First Post
GM: I believe i fixet the most, having problems to find stats to the gnome weapon. i could use your help.
What about gods? Are they very important in your homebrew? I treaded you use the Forgotten realms gods. I can pick one but i must say I have almost never played in a game where GM uses them.

What about the background? I will rather keep it simple, i don't like to limit Characters, and like better to let them live their one life's IC. drop me a word or some idea if you want me to extend background.

I didn't see that Songdragon also put up a ranger. I wont harm toes. But from experience two rangers in a game shouldn't be any problem... Even two ranger working together can make a great team. :)
 

DarkMaster

First Post
PaP, You are right two rangers can be Ok especially in the jungle, I just found it funny that they are both small (sorry I don't play often with PC that uses small races). I use the gods found in the PhB. Of course since your character is native of the continent his practice may differ greatly from what his described in the book.

Also in my homebrew it is possible (but rare) to have for example a lawful evil priest of Heireionous, that still get his powers. Makes interesting role playing situation.

gnome weapons are like human weapons except that they use the small damage dice

Ie a medium long sword strikes for 1d8 but a small long sword strikes for 1d6
 

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