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<blockquote data-quote="Salix" data-source="post: 2839210" data-attributes="member: 40003"><p><strong>Lyle Datura Human Ranger 1 Approved</strong></p><p></p><p>[CODE][B]Name:[/B] Lyle Datura</p><p>[B]Class:[/B] Ranger</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Chaotic Neutral</p><p>[B]Deity:[/B] Mongrel</p><p></p><p>[B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 1 [B]XP:[/B] 0</p><p>[B]Dex:[/B] 16 +3 (10p.) [B]BAB:[/B] +1 [B]HP:[/B] 9 (1d8+1)</p><p>[B]Con:[/B] 12 +1 (4p.) [B]Grapple:[/B] +3 [B]Dmg Red:[/B] NA</p><p>[B]Int:[/B] 08 -1 (0p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] NA</p><p>[B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +3 [B]Spell Save:[/B] NA</p><p>[B]Cha:[/B] 08 -1 (0p.) [B]ACP:[/B] -1 [B]Spell Fail:[/B] NA</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +2 +1 +3 +0 +0 +0 16</p><p>[B]Touch:[/B] 13 [B]Flatfooted:[/B] 13</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] +2 +1 +3</p><p>[B]Ref:[/B] +2 +3 +5</p><p>[B]Will:[/B] 0 +2 +2</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Morning star (M) +3 1d8+2 19-20x2</p><p>Dagger, melee +3 1d4+2 19-20x2</p><p>Dagger, thrown +4 1d4+2 19-20x2 10ft.</p><p>Short Bow Composite +4 1d6+0 x3</p><p></p><p>[B]Languages:[/B] Common</p><p></p><p>[B]Abilities:[/B] </p><p></p><p>Class Features</p><p>All of the following are class features of the ranger. </p><p>Weapon and Armor Proficiency</p><p>A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). </p><p></p><p>Ranger Favored Enemies: Humanoid (orc)</p><p>Favored Enemy (Ex)</p><p>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. </p><p>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. </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. 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>Track</p><p>A ranger gains Track as a bonus feat. </p><p>Wild Empathy (Ex)</p><p>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 modifier 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>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. </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>Combat Style (Ex)</p><p></p><p>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. </p><p>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. </p><p>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. </p><p>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. </p><p>Endurance</p><p>A ranger gains Endurance as a bonus feat at 3rd level. </p><p>Animal Companion (Ex)</p><p>At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. </p><p>This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. </p><p>Spells</p><p>Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). </p><p>To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. </p><p>Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. </p><p>A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. </p><p>Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level. </p><p>Improved Combat Style (Ex)</p><p>At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. </p><p>If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. </p><p>As before, 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. </p><p>Woodland Stride (Ex)</p><p>Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. </p><p>However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. </p><p>Swift Tracker (Ex)</p><p>Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. </p><p>Evasion (Ex)</p><p>At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. </p><p>Combat Style Mastery (Ex)</p><p>At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. </p><p>If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. </p><p>As before, 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. </p><p>Camouflage (Ex)</p><p>A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. </p><p>Hide in Plain Sight (Ex)</p><p>While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed. </p><p>XXXX</p><p></p><p>[B]Feats:[/B] Track (EX),Favored Enemy (EX,Orc), </p><p>Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. </p><p>Precise Shot [General]Prerequisite Point Blank Shot. </p><p>Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. </p><p></p><p>[B]Skill Points:[/B] 24 (6 + (-1) Int modifier) ×4 +4 (human) [B]Max Ranks:[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Survival (Wis) 4 +2 +0 6</p><p>Hide (Dex) 3 +3 +0 6</p><p>Knowledge (nature) (I 2 -1 +0 1</p><p>Listen (Wis) 3 +2 +0 5</p><p>Move Silently (Dex) 3 +3 +0 6 </p><p>Spot (Wis) 3 +2 +0 5</p><p>Heal (Wis) 3 +2 +0 5</p><p>Climb (Str, AC PEN ) 1 +2 -1 2</p><p>Use Rope (Dex) 1 +3 +0 4</p><p>Ride (Dex) 1 +3 +0 4</p><p> </p><p>The ranger's class skills (and the key ability for each skill) are Climb (Str), </p><p>Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), </p><p>Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), </p><p>Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), </p><p>Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). </p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Leather armor..................10gp 15lb</p><p>Buckler........................15gp 5lb</p><p>Explorer's outfit..............--gp --lb</p><p>Short bow composite............75gp 2lb</p><p>Dagger(belt).................. 2gp 1lb</p><p>Dagger(bandolier,4)........... 8gp 4lb</p><p>Morningstar................... 8 gp 6lb </p><p>Arrows (20)....................1gp 3lb</p><p></p><p>Belt pouch.................... 1gp .5lb</p><p> Chalk (3)................... 3cp --lb</p><p> Flint and steel............. 1gp --lb</p><p> Signal whistle.............. 8sp --lb</p><p> Loose coin..................--gp --lb</p><p> Flint & Steel................1gp 0lb</p><p></p><p>Backpack...................... 2gp 2lb</p><p> Bedroll..................... 1sp 5lb</p><p> Lantern, Bullseye...........12gp 3lb</p><p> Oil flask (3)............. 3gp 3lb</p><p> Sack........................ 1sp .5lb</p><p> Inkpen.................... 1sp --lb</p><p> Ink....................... 8gp --lb</p><p> </p><p> Trail Rations (6days)....... 3gp 6lb</p><p> Waterskin................... 1gp 4lb</p><p> Rope, Silk .................10gp 5lb</p><p>Total Weight:.........................60lb</p><p>Gear Weight w/o Pack:.................34.5lb</p><p>Total cost 149gp</p><p></p><p></p><p></p><p>[B]Total Weight:[/B]62lb [B]Money:[/B] 71gp XXsp XXcp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 58 lb. 59-116lb 117-175 lb 350 875</p><p></p><p>[B]Age:[/B] 16</p><p>[B]Height:[/B] 6'2"</p><p>[B]Weight:[/B] 185lb</p><p>[B]Eyes:[/B] Brown</p><p>[B]Hair:[/B] Black</p><p>[B]Skin:[/B] Ruddy,tanned[/CODE]</p><p></p><p><strong>Appearance:</strong> </p><p>Lyle is a young man who has matured early. He is fairly tall, but still relatively slightly built due to his age. He keeps his hair very close-cropped. His face bears many scars from a brush with the pox when he was a young boy. His appearance is fairly plain with a large nose and deep-set eyes. Lyle has a tattoo of a plant with a large trumpet shaped flower on the inside of his left forearm. He wears leather armor and carries a composite short bow and morning star. He wears a bandoleer of four throwing daggers across his chest. On his belt is a large fighting dagger. He wears a buckler on his left arm.</p><p></p><p><strong>Background:</strong> </p><p></p><p>Lyle is from a desert tribe from the land of fire in the southwest. He was orphaned early in his childhood and has been raised with the guidance of two men, the tribe's shaman and their best hunter (a ranger).</p><p>While completing his vision quest to become an adult of his clan, his tribe was massacred. </p><p>He returned days later to find only a few members remaining (mostly women and children who had hidden in nearby caves when they heard the alarm). The marauders had taken a potent talisman worn by the chief of the tribe. The talisman was a silver and turquoise medallion shaped like a thunderbird. It was said to give its owner the ability to bring thunder, lightning, and rain. However, the old chief was unable to make it do anything. With the tribe decimated the remaining members have migrated away and fallen to the mercy of rival groups.</p><p></p><p>Lyle is seeking revenge on the raiders and the return of the Talisman that he believes is rightfully his. The village site among the smooth red rock is now considered haunted and even the neighboring Orc raiders won't disturb the site. The attack was made to look like an Orc raiding party, but Lyle discovered evidence that suggests otherwise. He followed the tracks of the raiding party to the edge of the desert, but turned back to bury the dead of his clan. He is now searching for the raiders again, and trying to track down the heirloom that he believes belongs to him. Lyle had received training from the shaman of the tribe, and is adept at many of the elements of using sacred plants to gain visions.</p><p></p><p><strong>Personality:</strong>Since Lyle was raised by the entire tribe he is very open to other people. He doesn't care much about their personal beliefs or politics as long as they treat him with respect. Lyle believes in sharing goods, and is the type of person to give you the shirt of his back. However, woe be to those who would make an enemy of him since he is known to hold a mean grudge. He is quick to laugh, and doesn't take well to those who try to impose rigid rules on others. He has never had much wealth as he comes from a poor tribe. His ideas about money generally consist of buying quality equipment and having enough to get by. Lyle can also be a little annoying at times. His share and share alike attitude makes others think he is a mooch. His questioning of others asserting authority can also make him seem like a malcontent. This leads him to not be leadership material. Once a leader has established his respect and trust he is a stalwart companion.</p></blockquote><p></p>
[QUOTE="Salix, post: 2839210, member: 40003"] [b]Lyle Datura Human Ranger 1 Approved[/b] [CODE][B]Name:[/B] Lyle Datura [B]Class:[/B] Ranger [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Chaotic Neutral [B]Deity:[/B] Mongrel [B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 1 [B]XP:[/B] 0 [B]Dex:[/B] 16 +3 (10p.) [B]BAB:[/B] +1 [B]HP:[/B] 9 (1d8+1) [B]Con:[/B] 12 +1 (4p.) [B]Grapple:[/B] +3 [B]Dmg Red:[/B] NA [B]Int:[/B] 08 -1 (0p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] NA [B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +3 [B]Spell Save:[/B] NA [B]Cha:[/B] 08 -1 (0p.) [B]ACP:[/B] -1 [B]Spell Fail:[/B] NA [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +2 +1 +3 +0 +0 +0 16 [B]Touch:[/B] 13 [B]Flatfooted:[/B] 13 [B]Base Mod Misc Total[/B] [B]Fort:[/B] +2 +1 +3 [B]Ref:[/B] +2 +3 +5 [B]Will:[/B] 0 +2 +2 [B]Weapon Attack Damage Critical[/B] Morning star (M) +3 1d8+2 19-20x2 Dagger, melee +3 1d4+2 19-20x2 Dagger, thrown +4 1d4+2 19-20x2 10ft. Short Bow Composite +4 1d6+0 x3 [B]Languages:[/B] Common [B]Abilities:[/B] 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). Ranger Favored Enemies: Humanoid (orc) 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. 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 modifier 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. Endurance A ranger gains Endurance as a bonus feat at 3rd level. Animal Companion (Ex) At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Spells Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level. Improved Combat Style (Ex) At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, 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. Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. Swift Tracker (Ex) Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Evasion (Ex) At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. Combat Style Mastery (Ex) At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, 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. Camouflage (Ex) A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. Hide in Plain Sight (Ex) While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed. XXXX [B]Feats:[/B] Track (EX),Favored Enemy (EX,Orc), Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. [B]Skill Points:[/B] 24 (6 + (-1) Int modifier) ×4 +4 (human) [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Survival (Wis) 4 +2 +0 6 Hide (Dex) 3 +3 +0 6 Knowledge (nature) (I 2 -1 +0 1 Listen (Wis) 3 +2 +0 5 Move Silently (Dex) 3 +3 +0 6 Spot (Wis) 3 +2 +0 5 Heal (Wis) 3 +2 +0 5 Climb (Str, AC PEN ) 1 +2 -1 2 Use Rope (Dex) 1 +3 +0 4 Ride (Dex) 1 +3 +0 4 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). [B]Equipment: Cost Weight[/B] Leather armor..................10gp 15lb Buckler........................15gp 5lb Explorer's outfit..............--gp --lb Short bow composite............75gp 2lb Dagger(belt).................. 2gp 1lb Dagger(bandolier,4)........... 8gp 4lb Morningstar................... 8 gp 6lb Arrows (20)....................1gp 3lb Belt pouch.................... 1gp .5lb Chalk (3)................... 3cp --lb Flint and steel............. 1gp --lb Signal whistle.............. 8sp --lb Loose coin..................--gp --lb Flint & Steel................1gp 0lb Backpack...................... 2gp 2lb Bedroll..................... 1sp 5lb Lantern, Bullseye...........12gp 3lb Oil flask (3)............. 3gp 3lb Sack........................ 1sp .5lb Inkpen.................... 1sp --lb Ink....................... 8gp --lb Trail Rations (6days)....... 3gp 6lb Waterskin................... 1gp 4lb Rope, Silk .................10gp 5lb Total Weight:.........................60lb Gear Weight w/o Pack:.................34.5lb Total cost 149gp [B]Total Weight:[/B]62lb [B]Money:[/B] 71gp XXsp XXcp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 58 lb. 59-116lb 117-175 lb 350 875 [B]Age:[/B] 16 [B]Height:[/B] 6'2" [B]Weight:[/B] 185lb [B]Eyes:[/B] Brown [B]Hair:[/B] Black [B]Skin:[/B] Ruddy,tanned[/CODE] [B]Appearance:[/B] Lyle is a young man who has matured early. He is fairly tall, but still relatively slightly built due to his age. He keeps his hair very close-cropped. His face bears many scars from a brush with the pox when he was a young boy. His appearance is fairly plain with a large nose and deep-set eyes. Lyle has a tattoo of a plant with a large trumpet shaped flower on the inside of his left forearm. He wears leather armor and carries a composite short bow and morning star. He wears a bandoleer of four throwing daggers across his chest. On his belt is a large fighting dagger. He wears a buckler on his left arm. [B]Background:[/B] Lyle is from a desert tribe from the land of fire in the southwest. He was orphaned early in his childhood and has been raised with the guidance of two men, the tribe's shaman and their best hunter (a ranger). While completing his vision quest to become an adult of his clan, his tribe was massacred. He returned days later to find only a few members remaining (mostly women and children who had hidden in nearby caves when they heard the alarm). The marauders had taken a potent talisman worn by the chief of the tribe. The talisman was a silver and turquoise medallion shaped like a thunderbird. It was said to give its owner the ability to bring thunder, lightning, and rain. However, the old chief was unable to make it do anything. With the tribe decimated the remaining members have migrated away and fallen to the mercy of rival groups. Lyle is seeking revenge on the raiders and the return of the Talisman that he believes is rightfully his. The village site among the smooth red rock is now considered haunted and even the neighboring Orc raiders won't disturb the site. The attack was made to look like an Orc raiding party, but Lyle discovered evidence that suggests otherwise. He followed the tracks of the raiding party to the edge of the desert, but turned back to bury the dead of his clan. He is now searching for the raiders again, and trying to track down the heirloom that he believes belongs to him. Lyle had received training from the shaman of the tribe, and is adept at many of the elements of using sacred plants to gain visions. [B]Personality:[/B]Since Lyle was raised by the entire tribe he is very open to other people. He doesn't care much about their personal beliefs or politics as long as they treat him with respect. Lyle believes in sharing goods, and is the type of person to give you the shirt of his back. However, woe be to those who would make an enemy of him since he is known to hold a mean grudge. He is quick to laugh, and doesn't take well to those who try to impose rigid rules on others. He has never had much wealth as he comes from a poor tribe. His ideas about money generally consist of buying quality equipment and having enough to get by. Lyle can also be a little annoying at times. His share and share alike attitude makes others think he is a mooch. His questioning of others asserting authority can also make him seem like a malcontent. This leads him to not be leadership material. Once a leader has established his respect and trust he is a stalwart companion. [/QUOTE]
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