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Icemist and Beyond: Characters from Small Beginnings
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<blockquote data-quote="fett527" data-source="post: 387834" data-attributes="member: 5458"><p><strong>Everyone's favorite Woodsman!</strong></p><p></p><p>Here are the stats for Ander:</p><p></p><p>Ander Tobin</p><p>Human Male Woodsman 2; medium sized humanoid (human); HD 2d10+4; hps 24; Init +6 (+2 Dex, +4 Improved Initiative); Speed 30 ft; AC 16 (+2 Dex, +3 Armour, +1 Dodge); Attack: BAB: +2; +5{+6} (MW Staff Single), +1/-3 {+2/-2}(MW Staff as Two Weapons), +4 {+5}(Long Knife), +4 (Mighty Composite Short Bow (+1)); Dmg: 1d6+3 (x2) (MW Staff Single), 1d6+2/1d6+1 (x2) (MW Staff as Two Weapons), 1d4+2 (Long Knife), 1d6+1 (Mighty Composite Short Bow (+1)); SV Fort +5, Ref +2, Will +1; AL CG; Str 14, Dex 15, Con 15, Int 11, Wis 13, Cha 14.</p><p></p><p>Languages: Torian, Ionian</p><p></p><p>Skills: Animal Empathy +7, Climb +3, Handle Animal +6, Inuit Direction +2, Jump +13, Knowledge (Business) +1, Knowledge (Local, Ion) +1, Knowledge (History) +1, Knowledge (Geography) +1, Listen +3, Move Silently +4, Profession (Vintner) +4, Search +1, Speak Language (Torian) +1, Spot +5, Swim +3, Wilderness Lore +5</p><p></p><p>Feats: Dodge, Improved Initiative (virtual feat, only when in light armor), Mobility, Tracking (virtual feat)</p><p></p><p>Special Abilities: Bonus Feats, Favored Terrain: Woodlands (Skill Bonuses while in favored terrain, +1/2 Dex bonus to melee attacks against humanoids in favored terrain and against all Animals in all terrain), Virtual Feat (Improved Initiative when in light armor, Tracking), </p><p></p><p>Spells: None</p><p></p><p>Regular Weapons/Armor:</p><p>Long Knife (Dagger that does Slashing Damage).</p><p>Studded Leather Armor.</p><p></p><p>Magic and Special Items:</p><p>Icemantle's Boots: Boots of Striding and Springing (+10 to Jump, double movement).</p><p>MW Quarterstaff.</p><p>Mighty Composite Shortbow (+1).</p><p>Potion of Cure Moderate Wounds (x1).</p><p>Wishbone's Brew of Health (x2).</p><p>Wishbone's Brew of Stealth (x1).</p><p>Wishbone's Brew of Speed (x1).</p><p>Antitoxin (x1)</p><p></p><p></p><p> With the creation of Ander we had the issue of the Ranger to deal with. Enk wasn't completely enamored of the Ranger class being representative of what he really wanted Ander to be about. Dsahi527 and I agreed the Ranger had it's place, but not as the type of outdoors fighter Enkhidu had in mind. So, we looked for an alternative and we happened upon the Woodsman from the Wheel of Time setting. This class held to Enkhidu's vision and everything seemed to be pretty balanced. The only thing we tweaked was saving throws and we decided to use the Ranger saves because the Saves in Wheel of Time are lower than normal because of the setting – magic is super powerful. All we did was up the saving throws to normal for a Ranger in standard D&D.</p><p> For the Ranger, the class still exists (Icemantle for example) in the world, but we view it as more a protector in any environment than an actual "woodsman". You could have a ranger in a city for example, but not a woodsman.</p></blockquote><p></p>
[QUOTE="fett527, post: 387834, member: 5458"] [b]Everyone's favorite Woodsman![/b] Here are the stats for Ander: Ander Tobin Human Male Woodsman 2; medium sized humanoid (human); HD 2d10+4; hps 24; Init +6 (+2 Dex, +4 Improved Initiative); Speed 30 ft; AC 16 (+2 Dex, +3 Armour, +1 Dodge); Attack: BAB: +2; +5{+6} (MW Staff Single), +1/-3 {+2/-2}(MW Staff as Two Weapons), +4 {+5}(Long Knife), +4 (Mighty Composite Short Bow (+1)); Dmg: 1d6+3 (x2) (MW Staff Single), 1d6+2/1d6+1 (x2) (MW Staff as Two Weapons), 1d4+2 (Long Knife), 1d6+1 (Mighty Composite Short Bow (+1)); SV Fort +5, Ref +2, Will +1; AL CG; Str 14, Dex 15, Con 15, Int 11, Wis 13, Cha 14. Languages: Torian, Ionian Skills: Animal Empathy +7, Climb +3, Handle Animal +6, Inuit Direction +2, Jump +13, Knowledge (Business) +1, Knowledge (Local, Ion) +1, Knowledge (History) +1, Knowledge (Geography) +1, Listen +3, Move Silently +4, Profession (Vintner) +4, Search +1, Speak Language (Torian) +1, Spot +5, Swim +3, Wilderness Lore +5 Feats: Dodge, Improved Initiative (virtual feat, only when in light armor), Mobility, Tracking (virtual feat) Special Abilities: Bonus Feats, Favored Terrain: Woodlands (Skill Bonuses while in favored terrain, +1/2 Dex bonus to melee attacks against humanoids in favored terrain and against all Animals in all terrain), Virtual Feat (Improved Initiative when in light armor, Tracking), Spells: None Regular Weapons/Armor: Long Knife (Dagger that does Slashing Damage). Studded Leather Armor. Magic and Special Items: Icemantle's Boots: Boots of Striding and Springing (+10 to Jump, double movement). MW Quarterstaff. Mighty Composite Shortbow (+1). Potion of Cure Moderate Wounds (x1). Wishbone's Brew of Health (x2). Wishbone's Brew of Stealth (x1). Wishbone's Brew of Speed (x1). Antitoxin (x1) With the creation of Ander we had the issue of the Ranger to deal with. Enk wasn't completely enamored of the Ranger class being representative of what he really wanted Ander to be about. Dsahi527 and I agreed the Ranger had it's place, but not as the type of outdoors fighter Enkhidu had in mind. So, we looked for an alternative and we happened upon the Woodsman from the Wheel of Time setting. This class held to Enkhidu's vision and everything seemed to be pretty balanced. The only thing we tweaked was saving throws and we decided to use the Ranger saves because the Saves in Wheel of Time are lower than normal because of the setting – magic is super powerful. All we did was up the saving throws to normal for a Ranger in standard D&D. For the Ranger, the class still exists (Icemantle for example) in the world, but we view it as more a protector in any environment than an actual "woodsman". You could have a ranger in a city for example, but not a woodsman. [/QUOTE]
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