Creating A Ranger-Scout PC

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.
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
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.
 
Last edited:

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