Ibn Khaldun
Explorer
I'm creating a level 6 PC for a campaign and, for some reason, I've been fixated on creating a ranger or scout. Being unable to choose, I went multi-class and did both.
Any thoughts or suggestions? The campaign is 3.5 and I have access to most of the supplements though I didn't have everything in front of me when I came up with this.
Code:
Male Human Ranger 3 / Scout 3
Neutral Good
Strength 14 (+2) Size: Medium
Dexterity 18 (+4) Height: 6' 0"
Constitution 15 (+2) Weight: 200 lb
Intelligence 13 (+1) Skin: Tan
Wisdom 16 (+3) Eyes: Hazel
Charisma 12 (+1) Hair: Dark Brown
Total Hit Points: 45
Speed: 40 feet [scout]
Armor Class: 16 = 10 +2 [leather] +4 [dexterity]
Touch AC: 14
Flat-footed: 12
Initiative modifier: +5 = +4 [dexterity] +1 [scout]
Fortitude save: +7 = 4 [base] +2 [constitution] +1 [scout]
Reflex save: +10 = 6 [base] +4 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +7 = 5 [base] +2 [strength]
Weapon Finesse: +9 = 5 [base] +4 [dexterity]
Attack (unarmed): +7 = 5 [base] +2 [strength]
Attack (missile): +9 = 5 [base] +4 [dexterity]
Grapple check: +7 = 5 [base] +2 [strength]
Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.
Languages: Common, Elven
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Dodge Endurance [free to rangers]
Point Blank Shot Precise Shot
Rapid Shot [ranger archery track] Track [free to rangers]
Weapon Finesse
Traits:
Key Skill Ability Misc.
Skill Name Ability Modifier Modifier Ranks Modifier
Appraise Int 1 = +1
Balance Dex* 9 = +4 +5
Bluff Cha 1 = +1
Climb Str* 5 = +2 +3
Concentration Con 2 = +2
Diplomacy Cha 3 = +1 +2 [sense motive]
Disable Device Int 4 = +1 +3
Disguise Cha 1 = +1
Escape Artist Dex* 7 = +4 +3
Forgery Int 1 = +1
Gather Information Cha 1 = +1
Handle Animal Cha 4 = +1 +3
Heal Wis 6 = +3 +3
Hide Dex* 9 = +4 +5
Intimidate Cha 1 = +1
Jump Str* 9 = +2 +3 +4 [speed 40]
Knowledge (dungeoneering) Int 4 = +1 +3
Knowledge (geography) Int 4 = +1 +3
Knowledge (nature) Int 6 = +1 +5
Listen Wis 8 = +3 +5
Move Silently Dex* 10 = +4 +6
Ride Dex 7 = +4 +3
Search Int 6 = +1 +5
Sense Motive Wis 8 = +3 +5
Spot Wis 8 = +3 +5
Survival Wis 6 = +3 +3
Swim Str** 4 = +2 +2
Tumble Dex* 7 = +4 +3
Use Rope Dex 6 = +4 +2
* = check penalty for wearing armor
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Scout:
Armor class bonuses after moving are not listed above.
Skirmish (Ex)
Trapfinding (Ex)
Battle Fortitude (Ex)
Uncanny Dodge (Ex)
Fast Movement (Ex)
Trackless Step (Ex)
Ranger:
Favored Enemy (Ex)
Favored Enemies: Humanoids (human)
Wild Empathy (Ex)
Track as bonus feat (already included)
Combat Style (Ex)
Combat Style: archery track
Endurance as bonus feat (already included)
Equipment:
22 lb Weapons / Armor / Shield (from above)
3 lb Arrows (quiver of 20) x1
2 lb Backpack
5 lb Bedroll
Flint and steel
5 lb Rations (1 day) x5
2 lb Torches x2
4 lb Waterskins x1
1 lb Thieves' tools
_____
44 lb
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