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HM's Rise of the Runelords - RG
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<blockquote data-quote="HolyMan" data-source="post: 6020139" data-attributes="member: 84167"><p>Well finally got Zahur off paper and on to Notepad...</p><p></p><p>[sblock=Zahhur, Axeman of the West]</p><p>[sblock=Game Info]</p><p>Race: Human (Garundi)</p><p>Class: Far Tracker [gestalt:Rogue(scout;survivalist)/Ranger(skirmisher)]</p><p>Level: 1</p><p>Alignment: Chaotic Good</p><p>Languages: Common, Osiriani, Giant</p><p>Deity: Desna[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 18 +4 (10 pts); +2 racial adjustment</p><p>DEX: 15 +1 (07 pts)</p><p>CON: 10 +0 (00 pts)</p><p>INT: 13 +1 (03 pts)</p><p>WIS: 10 +0 (00 pts)</p><p>CHA: 10 +0 (00 pts)[/sblock]</p><p>[sblock=Combat]</p><p>HP: 15 = [1d10+(1d8/2)=14] + 00 (CON) + 01 (favored class)</p><p>AC: 17 = 10 + 5 (armor) + 0 (shield) + 2 (DEX) + 0 (MISC)</p><p>AC Touch: 12 = 10 + 2 (DEX) + 0 (MISC)</p><p>AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield) + 0 (MISC)</p><p>INIT: +2 = +2 (DEX)</p><p>BAB: +1 = +1 (Far Tracker)</p><p>CMB: +5 = +4 (STR) + 1 (BAB)</p><p>CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB)</p><p>Fort: +3 = +2 (Far Tracker) + 1 (CON)</p><p>Reflex: +4 = +2 (Far Tracker) + 2 (DEX)</p><p>Will: +0 = +0 (Far Tracker) + 0 (WIS)</p><p>Speed: 20'</p><p>Damage Reduction: None</p><p>Spell Resistance: None</p><p>Spell Failure: n/a[/sblock]</p><p>[sblock=Weapon Stats]</p><p>dwarven waraxe(melee):</p><p>Attack: +6 = +1 (BAB) + 4 (STR) + 1 (weapon focus)</p><p>Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3</p><p></p><p><strong>Two-Weapon Fighting</strong></p><p><u>Primary:</u></p><p>Attack: +0 = +1 (BAB) + 4 (STR) + 1 (weapon focus) - 6 (two-weapon fighting)</p><p>Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3</p><p></p><p><u>Off hand:</u></p><p>Attack: -4 = +1 (BAB) + 4 (STR) + 1 (weapon focus) - 10 (two-weapon fighting)</p><p>Damage: 1d10+2(S) = +2 (1/2 STR) + 0 (MISC); CRIT x3</p><p></p><p>dagger(melee):</p><p>Attack: +5 = +1 (BAB) + 4 (STR) + 0 (MISC)</p><p>Damage: 1d4+4(PorS) = +4 (STR) + 0 (MISC); CRIT 19-20x2</p><p></p><p>chakram(melee):</p><p>Attack: +4 = +1 (BAB) + 4 (STR) - 1 (item)</p><p>Damage: 1d8+4(S) = +4 (STR) + 0 (MISC); CRIT x2</p><p>Special: DC 15 Reflex or cut yourself; take 1/2 1d8 damage (no STR modifier)</p><p></p><p>dagger(ranged):</p><p>Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d4+4(P) = +4 (STR) + 0 (MISC); CRIT 19-20x2, Range: 10 ft.</p><p></p><p>chakram(ranged):</p><p>Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d8+4(S) = +4 (STR) + 0 (MISC); CRIT x2, Range: 30 ft.</p><p></p><p>hand crossbow(ranged):</p><p>Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d4+0(P) = +0 (MISC); CRIT 19-20x2, Range: 30 ft.[/sblock]</p><p>[sblock=Racial Traits]</p><p style="text-align: left"></p> <ul style="text-align: left"> <li data-xf-list-type="ul"><strong>Ability Score Racial Traits:</strong> Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Size:</strong> Humans are Medium creatures and thus receive no bonuses or penalties due to their size.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Base Speed:</strong> Humans have a base speed of 30 feet.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Languages:</strong> Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Bonus Feat:</strong> Humans select one extra feat at 1st level.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Heart of the Wilderness: </strong>Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.[/sblock]</li> </ul><p>[sblock=Class Features]</p><p><strong>Weapon and Armor Proficiency:</strong> A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). As a rogue he adds hand crossbow to the list.</p><p></p><p><strong>Favored Enemy</strong> <em>(Ex)</em> At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains 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 checks untrained when attempting to identify these creatures.</p><p></p><p>At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.</p><p></p><p>If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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.</p><p></p><p>1st favored enemy: aberration (+2)</p><p></p><p><strong>Track</strong> <em>(Ex)</em> A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.</p><p></p><p><strong>Wild Empathy</strong> <em>(Ex)</em> A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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.</p><p></p><p>To use wild empathy, the ranger and the animal 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.</p><p></p><p>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.</p><p></p><p><strong>Sneak Attack:</strong> (1d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.</p><p></p><p>The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p></p><p>With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.</p><p></p><p>The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment</p><p></p><p><strong>Hardy</strong> <em>(Ex)</em> At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. He can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.</p><p></p><p>This ability replaces trapfinding.[/sblock]</p><p>[sblock=Feats & Traits]</p><p>DM Bonus: Self-Sufficient</p><p>Human: Exotic Weapon Proficiency; Dwarven Waraxe</p><p>1st Level: Weapon Focus(dwarven waraxe)</p><p></p><p>Traits:</p><p>a) Favored Son(campaign): Belor Hemlock</p><p>b) Starchild(religion)</p><p>c) Dirty Fighter(combat)[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 09 = [8 (Class) + 01 (INT)] x 01 (LvL) + 00 (favored class bonus)</p><p>Max Ranks: 1</p><p>ACP: -0</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>+03 = Acrobatics() +02 +01 +3 +00 -3 DEX</p><p>+01 = Appraise() +01 +00 +0 +00 INT</p><p>+04 = Bluff() +00 +01 +3 +00 CHA</p><p>+05 = Climb() +04 +01 +3 +00 -3 STR</p><p>+01 = Craft(): +01 +00 +0 +00 INT</p><p>+00 = Diplomacy() +00 +00 +0 +00 CHA</p><p>+na = Disable Device() +00 +00 +0 +00 CHA</p><p>+00 = Disguise() +00 +00 +0 +00 CHA</p><p>-01 = Escape Artist() +02 +00 +0 +00 -3 DEX</p><p>-01 = Fly +02 +00 +0 +00 -3 DEX</p><p>+na = Handle Animal()^ +00 +00 +0 +00 CHA</p><p>+06 = Heal() +00 +01 +3 +02 WIS</p><p>+00 = Intimidate() +00 +00 +0 +00 CHA</p><p>+na = Know:Arcana^ +01 +00 +0 +00 INT</p><p>+na = Know:Duneroneering()^ +01 +00 +0 +00 INT</p><p>+na = Know:Engineering^ +01 +00 +0 +00 INT</p><p>+na = Know:Geography()^ +01 +00 +0 +00 INT</p><p>+na = Know:History^ +01 +00 +0 +00 INT</p><p>+06 = Know:Local()^ +01 +01 +3 +01 INT</p><p>+na = Know:Nature()^ +01 +00 +0 +00 INT</p><p>+na = Know:Nobility^ +01 +00 +0 +00 INT</p><p>+na = Know:Planes^ +01 +00 +0 +00 INT</p><p>+na = Know:Religion^ +01 +00 +0 +00 INT</p><p>+na = Linguistics()^ +01 +00 +0 +00 INT</p><p>+04 = Perception() +00 +01 +3 +00 WIS</p><p>+00 = Perform(): +00 +00 +0 +00 CHA</p><p>+na = Profession()^: +00 +00 +0 +00 WIS</p><p>-01 = Ride() +02 +00 +0 +00 -3 DEX</p><p>+00 = Sense Motive() +00 +00 +0 +00 WIS</p><p>+na = Spellcraft()^ +01 +00 +0 +00 INT</p><p>+03 = Stealth() +02 +01 +3 +00 -3 DEX</p><p>+06 = Survival() +00 +01 +3 +02 WIS</p><p>+05 = Swim() +04 +01 +3 +00 -3 STR</p><p>+na = Use Magic Device()^ +00 +00 +0 +00 CHA</p><p>_[/code][/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>[U]Equipment Cost Weight[/U]</p><p>Scale mail,masterwork 200gp 30lbs</p><p>Dwarven waraxes,cold iron(2) 120gp 16lbs</p><p>Dagger 2gp 1lb</p><p>Chakram 1gp 1lb</p><p>Hand crossbow 100gp 2lbs</p><p>Bolts(10,silvered) 21gp 1lb</p><p>Backpack 2gp 2lbs</p><p>-rations,trail(4days) 2gp 4lbs</p><p>-waterskin 1gp 4lbs</p><p>-torches(3) .03gp 3lbs</p><p>-sack(empty) .01gp .5lb</p><p>-tent 10gp 20lbs </p><p>Belt Pouch 1gp .5lb</p><p>-flint and steel 1gp -lb</p><p>-whetstone .02gp 1lb</p><p>-potion,cure light 50gp -lb</p><p>Bedroll .1gp 5lb</p><p>Rope,hemp(50ft.) 1gp 10lbs</p><p>Traveler's Outfit 0gp -lb</p><p> </p><p> Total weight carried: 101lbs[/code]<strong>Treasure:</strong></p><p>GP: 28</p><p>SP: 8</p><p>CP: 4</p><p>Gems: none</p><p><u><strong></strong></u></p><p><u><strong>Carrying Capacity:</strong></u></p><p>light: 000-100 lbs</p><p>medium: 101-200 lbs</p><p>heavy: 201-300 lbs[/sblock]</p><p>[sblock=Details]</p><p><strong>Size:</strong> Medium</p><p><strong>Gender:</strong> Male</p><p><strong>Age:</strong> 25</p><p><strong>Height:</strong> 6'-10"</p><p><strong>Weight:</strong> 285lbs</p><p><strong>Hair Color:</strong> bald</p><p><strong>Eye Color:</strong> brown</p><p><strong>Skin Color:</strong> light brown</p><p><strong>Appearance:</strong> Zahur is overly tall and well muscled. The first thing people think is he is some sort of adolescent giant. He keeps his gear in good repair and his axes sharp. Wearing clothes fitting for traveling and hiding outdorrs he tends towards drab greens and browns.</p><p></p><p>Background: Work in progress and will help as we RP. So far his father was a half-ogre and his mother fled with him to a dwarven community. [/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level ??</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock]</p><p>[sblock=Notes]</p><p><strong>Feat Build-</strong></p><p>Human- exotic WP: dwarven waraxe</p><p>Lvl 1- weapon focus: dwarven waraxe</p><p>Lvl 2- combat style: double slice</p><p>Lvl 2- rogue talent: two-weapon fighting</p><p>Lvl 3- combat expertise</p><p>Lvl 4- rogue talent: trap spotter or two-weapon feint</p><p>Lvl 5- two-weapon feint or skill focus(bluff)</p><p>Lvl 6- combat style: improved two-weapon fighting</p><p>Lvl 6- rogue talent: improved two-weapon feint</p><p></p><p><strong>Level 4 Two-weapon Fighting</strong></p><p><u>Primary:</u></p><p>Attack: +6 = +4 (BAB) + 4 (STR) + 1 (weapon focus) + 1 (item) - 4 (two-weapon fighting)</p><p>Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3</p><p><u></u></p><p><u>Off hand:</u></p><p>Attack: +6 = +4 (BAB) + 4 (STR) + 1 (weapon focus) + 1 (item) - 4 (two-weapon fighting)</p><p>Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3</p><p></p><p>possible +2d6 sneak attack dmg (Note: dirty fighter applies when your flanking and when you hit so possible +2 dmg as well)</p><p></p><p>Maximum: 2d10+8 + 2d6 + 2</p><p>Average?? around 20pts dmg[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 6020139, member: 84167"] Well finally got Zahur off paper and on to Notepad... [sblock=Zahhur, Axeman of the West] [sblock=Game Info] Race: Human (Garundi) Class: Far Tracker [gestalt:Rogue(scout;survivalist)/Ranger(skirmisher)] Level: 1 Alignment: Chaotic Good Languages: Common, Osiriani, Giant Deity: Desna[/sblock] [sblock=Abilities] STR: 18 +4 (10 pts); +2 racial adjustment DEX: 15 +1 (07 pts) CON: 10 +0 (00 pts) INT: 13 +1 (03 pts) WIS: 10 +0 (00 pts) CHA: 10 +0 (00 pts)[/sblock] [sblock=Combat] HP: 15 = [1d10+(1d8/2)=14] + 00 (CON) + 01 (favored class) AC: 17 = 10 + 5 (armor) + 0 (shield) + 2 (DEX) + 0 (MISC) AC Touch: 12 = 10 + 2 (DEX) + 0 (MISC) AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield) + 0 (MISC) INIT: +2 = +2 (DEX) BAB: +1 = +1 (Far Tracker) CMB: +5 = +4 (STR) + 1 (BAB) CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB) Fort: +3 = +2 (Far Tracker) + 1 (CON) Reflex: +4 = +2 (Far Tracker) + 2 (DEX) Will: +0 = +0 (Far Tracker) + 0 (WIS) Speed: 20' Damage Reduction: None Spell Resistance: None Spell Failure: n/a[/sblock] [sblock=Weapon Stats] dwarven waraxe(melee): Attack: +6 = +1 (BAB) + 4 (STR) + 1 (weapon focus) Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3 [B]Two-Weapon Fighting[/B] [U]Primary:[/U] Attack: +0 = +1 (BAB) + 4 (STR) + 1 (weapon focus) - 6 (two-weapon fighting) Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3 [U]Off hand:[/U] Attack: -4 = +1 (BAB) + 4 (STR) + 1 (weapon focus) - 10 (two-weapon fighting) Damage: 1d10+2(S) = +2 (1/2 STR) + 0 (MISC); CRIT x3 dagger(melee): Attack: +5 = +1 (BAB) + 4 (STR) + 0 (MISC) Damage: 1d4+4(PorS) = +4 (STR) + 0 (MISC); CRIT 19-20x2 chakram(melee): Attack: +4 = +1 (BAB) + 4 (STR) - 1 (item) Damage: 1d8+4(S) = +4 (STR) + 0 (MISC); CRIT x2 Special: DC 15 Reflex or cut yourself; take 1/2 1d8 damage (no STR modifier) dagger(ranged): Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d4+4(P) = +4 (STR) + 0 (MISC); CRIT 19-20x2, Range: 10 ft. chakram(ranged): Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d8+4(S) = +4 (STR) + 0 (MISC); CRIT x2, Range: 30 ft. hand crossbow(ranged): Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d4+0(P) = +0 (MISC); CRIT 19-20x2, Range: 30 ft.[/sblock] [sblock=Racial Traits] [LEFT] [LIST] [*][B]Ability Score Racial Traits:[/B] Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. [/LIST] [/LEFT] [LIST] [*][B]Size:[/B] Humans are Medium creatures and thus receive no bonuses or penalties due to their size. [/LIST] [LIST] [*][B]Base Speed:[/B] Humans have a base speed of 30 feet. [/LIST] [LIST] [*][B]Languages:[/B] Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [/LIST] [LIST] [*][B]Bonus Feat:[/B] Humans select one extra feat at 1st level. [/LIST] [LIST] [*][B]Heart of the Wilderness: [/B]Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.[/sblock] [/LIST] [sblock=Class Features] [B]Weapon and Armor Proficiency:[/B] A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). As a rogue he adds hand crossbow to the list. [B]Favored Enemy[/B] [I](Ex)[/I] At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains 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 checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. 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 below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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. 1st favored enemy: aberration (+2) [B]Track[/B] [I](Ex)[/I] A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. [B]Wild Empathy[/B] [I](Ex)[/I] A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 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. [B]Sneak Attack:[/B] (1d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment [B]Hardy[/B] [I](Ex)[/I] At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. He can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation. This ability replaces trapfinding.[/sblock] [sblock=Feats & Traits] DM Bonus: Self-Sufficient Human: Exotic Weapon Proficiency; Dwarven Waraxe 1st Level: Weapon Focus(dwarven waraxe) Traits: a) Favored Son(campaign): Belor Hemlock b) Starchild(religion) c) Dirty Fighter(combat)[/sblock] [sblock=Skills] Skill Ranks: 09 = [8 (Class) + 01 (INT)] x 01 (LvL) + 00 (favored class bonus) Max Ranks: 1 ACP: -0 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +03 = Acrobatics() +02 +01 +3 +00 -3 DEX +01 = Appraise() +01 +00 +0 +00 INT +04 = Bluff() +00 +01 +3 +00 CHA +05 = Climb() +04 +01 +3 +00 -3 STR +01 = Craft(): +01 +00 +0 +00 INT +00 = Diplomacy() +00 +00 +0 +00 CHA +na = Disable Device() +00 +00 +0 +00 CHA +00 = Disguise() +00 +00 +0 +00 CHA -01 = Escape Artist() +02 +00 +0 +00 -3 DEX -01 = Fly +02 +00 +0 +00 -3 DEX +na = Handle Animal()^ +00 +00 +0 +00 CHA +06 = Heal() +00 +01 +3 +02 WIS +00 = Intimidate() +00 +00 +0 +00 CHA +na = Know:Arcana^ +01 +00 +0 +00 INT +na = Know:Duneroneering()^ +01 +00 +0 +00 INT +na = Know:Engineering^ +01 +00 +0 +00 INT +na = Know:Geography()^ +01 +00 +0 +00 INT +na = Know:History^ +01 +00 +0 +00 INT +06 = Know:Local()^ +01 +01 +3 +01 INT +na = Know:Nature()^ +01 +00 +0 +00 INT +na = Know:Nobility^ +01 +00 +0 +00 INT +na = Know:Planes^ +01 +00 +0 +00 INT +na = Know:Religion^ +01 +00 +0 +00 INT +na = Linguistics()^ +01 +00 +0 +00 INT +04 = Perception() +00 +01 +3 +00 WIS +00 = Perform(): +00 +00 +0 +00 CHA +na = Profession()^: +00 +00 +0 +00 WIS -01 = Ride() +02 +00 +0 +00 -3 DEX +00 = Sense Motive() +00 +00 +0 +00 WIS +na = Spellcraft()^ +01 +00 +0 +00 INT +03 = Stealth() +02 +01 +3 +00 -3 DEX +06 = Survival() +00 +01 +3 +02 WIS +05 = Swim() +04 +01 +3 +00 -3 STR +na = Use Magic Device()^ +00 +00 +0 +00 CHA _[/code][/sblock] [sblock=Equipment] [code] [U]Equipment Cost Weight[/U] Scale mail,masterwork 200gp 30lbs Dwarven waraxes,cold iron(2) 120gp 16lbs Dagger 2gp 1lb Chakram 1gp 1lb Hand crossbow 100gp 2lbs Bolts(10,silvered) 21gp 1lb Backpack 2gp 2lbs -rations,trail(4days) 2gp 4lbs -waterskin 1gp 4lbs -torches(3) .03gp 3lbs -sack(empty) .01gp .5lb -tent 10gp 20lbs Belt Pouch 1gp .5lb -flint and steel 1gp -lb -whetstone .02gp 1lb -potion,cure light 50gp -lb Bedroll .1gp 5lb Rope,hemp(50ft.) 1gp 10lbs Traveler's Outfit 0gp -lb Total weight carried: 101lbs[/code][B]Treasure:[/B] GP: 28 SP: 8 CP: 4 Gems: none [U][B] Carrying Capacity:[/B][/U] light: 000-100 lbs medium: 101-200 lbs heavy: 201-300 lbs[/sblock] [sblock=Details] [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Age:[/B] 25 [B]Height:[/B] 6'-10" [B]Weight:[/B] 285lbs [B]Hair Color:[/B] bald [B]Eye Color:[/B] brown [B]Skin Color:[/B] light brown [B]Appearance:[/B] Zahur is overly tall and well muscled. The first thing people think is he is some sort of adolescent giant. He keeps his gear in good repair and his axes sharp. Wearing clothes fitting for traveling and hiding outdorrs he tends towards drab greens and browns. Background: Work in progress and will help as we RP. So far his father was a half-ogre and his mother fled with him to a dwarven community. [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level ?? Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [sblock=Notes] [B]Feat Build-[/B] Human- exotic WP: dwarven waraxe Lvl 1- weapon focus: dwarven waraxe Lvl 2- combat style: double slice Lvl 2- rogue talent: two-weapon fighting Lvl 3- combat expertise Lvl 4- rogue talent: trap spotter or two-weapon feint Lvl 5- two-weapon feint or skill focus(bluff) Lvl 6- combat style: improved two-weapon fighting Lvl 6- rogue talent: improved two-weapon feint [B]Level 4 Two-weapon Fighting[/B] [U]Primary:[/U] Attack: +6 = +4 (BAB) + 4 (STR) + 1 (weapon focus) + 1 (item) - 4 (two-weapon fighting) Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3 [U] Off hand:[/U] Attack: +6 = +4 (BAB) + 4 (STR) + 1 (weapon focus) + 1 (item) - 4 (two-weapon fighting) Damage: 1d10+4(S) = +4 (STR) + 0 (MISC); CRIT x3 possible +2d6 sneak attack dmg (Note: dirty fighter applies when your flanking and when you hit so possible +2 dmg as well) Maximum: 2d10+8 + 2d6 + 2 Average?? around 20pts dmg[/sblock][/sblock] [/QUOTE]
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