|Class:||Scout 1 Ranger 1|
|Played by Obsidian|
|C||P||Escape Artist (Dex)||+5||+0||+5||+0|
|C||P||Move Silently (Dex)||+9||+2||+5||+2|
|-||X||Open Lock (Dex)||-||+0||+5||+0|
|C||PX||Sleight of Hand (Dex)||+10||+5||+5||+0|
|C||-||Use Rope (Dex)||+5||+0||+5||+0|
|-||X||Decipher Script (Int)||-||+0||+2||+0|
|C||X||Disable Device (Int)||+7||+5||+2||+0|
|C||-||Sense Motive (Wis)||+2||+0||+2||+0|
|-||-||Gather Information (Cha)||-1||+0||-1||+0|
|C||X||Handle Animal (Cha)||-||+0||-1||+0|
|-||X||Use Magic Device (Cha)||+1||+2||-1||+0|
1st 40, 2nd +8, 3rd +
-X = not usable untrained
-C = class skill
-P = armor check penalty (-2 from chain shirt)
-note not flatfooted while balancing
- Squeak speak
- Gaming (darts/poker/gambling games)
Level 1 - Point Blank Shot: +1 hit and damage ranged when under 30' from target
Rep feat - Skill Knowledge: Sleight of hand
Level 3 - Feat:
Level 6 - Feat:
Level 9 - Feat:
Level 12 - Feat:
Level 15 - Feat:
Level 18 - Feat:
Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
Scouts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
scouts can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Track: A ranger gains Track as a bonus feat.
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Arcane Hunter +2 -anything- that can cast arcane spells/invocations
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.
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 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 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.
• +2 Dex, +2 Str -2 Int
• 30' Movement.
• Scent (Ex): As the ability.
• Padfoot: +2 racial bonus on Listen and Move Silently checks.
• Low-light Vision
• Unerring Balance: +4 bonus to Balance checks, +4 to Tumble checks.
|MW Dagger||+5||1d4+3||19-20 x2||P/S||10'|
|Armour/ Shield||AC Bonus||Max Dex||Armour Check||Move Limit||Weight|
List of Items Here:
Dagger 1lbs (2g)
Masterwork (MW) Dagger - 1lbs(302g)
Chain shirt -25lbs (100g)
Sling (kinda junky)
Masterwork composite duskwood Longbow - 1lbs (430g)
20 arrows (1g)
16 ironshod arrows -16lbs (8g)
Backpack 2lbs (2g)
Waterskin 4lbs (1g)
Potion - Cure Moderate wounds (300g) (heals 2d8+3)
potion - cure light wounds (50g) (heals 1d8+1)
potion - Lesser restoration (300g)
Blessed bandage -Magic, stabilizes person its used on (10g)
30 sling bullets - 15lbs (2sp)
1 set of extra warm winter clothing (8gp)
A white furred trained riding dog, with out a saddle.
|AC||16||+2 dex+4natural||Fortitude||5||+2 con|
|Flat||14||+4 natural||Reflex||5||+2 dex|
|Touch||12||+2 dex||Will||1||+1 Wis|
|Conditional offense modifier Here|
|Jump (Str)||+ 8|
|Listen (Wis)||+ 5|
|Spot (Wis)||+ 5|
|Swim (Str)||+ 3|
|Survival (Wis)||+ 1|
|+4 survival while tracking via scent|
Low Light Vison - see twice as far as a human in starlight, moonlight, ect
Scent - lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Trip(ex) - If hits with a bite attack can attempt to trip the opponent (+1 modifier) as a free action with out making a touch attack or provoking aoo. If the attempt fails the opponent cannot react to trip the riding dog.