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Rowan

Page history last edited by Bill "the DM" 2 yrs ago

Rowan - Scout 5/Ranger 4/Horizon Walker 1

__Ability Scores__

+3Str16(as rolled)

+4Dex19(as rolled, +2 racial bonus, +2 ability increase)

+0Con10(as rolled, -2 racial penalty)

+0Int10(as rolled)

+2Wis14(as rolled)

+0Cha11(as rolled)

__Notes:__

  • 4th Level Ability Increase: Dex
  • 8th Level Ability Increase: Dex

__Skills__

AbilitySkillTotal

INTAppraise0

DEXBalance6

CHABluff0

STRClimb8

CONConcentration0

INTCraft0

INTDecipher ScriptN/a

CHADiplomacy0

INTDisable DeviceN/a

CHADisguise0

DEXEscape Artist4

INTForgery0

CHAGather Information3

CHAHandle Animal3

WISHeal2

DEXHide16

CHAIntimidate0

STRJump10

INTKnowledge (Geography)8

WISListen16

DEXMove Silently16

DEXOpen LockN/a

CHAPerform0

WISProfessionN/a

DEXRide4

INTSearch14

WISSense Motive2

DEXSleight of HandN/a

INTSpeak LanguageN/a

INTSpellcraftN/a

WISSpot16

WISSurvival6

STRSwim3

DEXTumble11

CHAUse Magic DeviceN/A

DEXUse Rope4

 

Max Ranks 13 / 6½


__Hit Points__
52 Damage Reduction - None

 

__Movement__
40 ft Normal (30 ft Base + 10 ft Fast Movement (Scout class skill)
80 ft Hustle (2x normal rate)
120 ft Run (3x normal rate if heavily armored)
160 ft Run (4x normal rate)

 

__Saving Throws__
+11 Fortitude (7 Base, +0 Con, +1 Cloak of Resistance, +1 Battle Fortitude, +2 Heart Stone)
+17 Reflex (8 Base, +4 Dex, +1 Cloak of Resistance, +2 Heart Stone)
+7 Will (2 Base, +2 Wis, +1 Cloak of Resistance, +2 Lightning Reflexes, +2 Heart Stone)

 

Notes:

  • Conditional Modifiers
    • +2 Racial bonus vs. enchantment spells & effects
  • Spell Resistance - None
  • Power Resistance – None

__Initiative__
+5 (+4 Dex. +1 Battle Fortitude)


__Armor Class__
17 Normal (10 Base, +4 Dex, +3 Armor
13 Flat-Footed (Normal – Dex)
14 Touch (10 Base, +4 Dex

 

Notes

  • Armor Worn: Leather +1
    • Armor Bonus: +3
    • Max Dex: +6
    • Armor Class Penalty: 0
    • Arcane Spell Failure: 10%
    • Speed: 30 ft.

Attack Bonuses
+8/+3 Base (Scout 5/Ranger 4/HorWalker 1)
+11/+6 Melee (+8/+3 Base, +3 Str)
+12/+7 Ranged (+8/+3 Base, +4 Dex)
+11 Grapple (+8 Base, +3 Str)

 

 

Animal Companion
  • Currently: None

 

__Race__

Wood Elf

  • Medium: As Medium creatures, wood elves have no special bonuses or penalties due to their size.
  • Wood elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A wood elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus to Dexterity, -2 racial penalty to Constitution.
  • +2 racial bonus on Listen, Search, and Spot checks.
  • Wood elves practically have a sixth sense about hidden portals. Merely passing within 5 ft of a secret or concealed door entitles an elf to a search check as if they were actively searching for it.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Ranger. When determining whether a multiclass wood elf takes an experience point penalty, her highest-level class does not count.
  • Wood Elves receive the martial weapon proficiency feats for the longbow (including composite longbow), longsword, rapier, and shortbow (including composite shortbow).

__Characteristics__

  • Size - Medium
  • Gender - Male
  • Age - 125
  • Height - 5' 10"
  • Weight - 140 lbs.
  • Hair - Brown
  • Eyes - Emerald
  • Alignment - Neutral Good

__Classes__

 

Scout - 5th level

  • Hit Die: d8.
  • Class Skills: The scout's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
  • Skill Points at 1st Level: (8 + Int modifier) x 4.
  • Skill Points at Each Additional Level: 8 + Int modifier.

Table: Scout

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells

1st

2nd

3rd

4th

1st+0+0+2+0Skirmish (Ex) (+1d6), Trapfinding (Ex)————

2nd+1+0+3+0Battle Fortitude (Ex) +1, Uncanny Dodge (Ex)————

3rd+2+1+3+1Skirmish (Ex) (+1d6, -1AC), Fast Movement +10 ft., Trackless Step————

4th+3+1+4+1Bonus Feat————

5th+3+1+4+1Skirmish (Ex) (+2d6, -1AC), Evasion (Ex)————

6th+4+2+5+2Flawless Stride————

7th+5+2+5+2Skirmish (Ex) (+2d6, -2AC)————

8th+6/+1+2+6+2Camouflage, Bonus Feat————

9th+6/+1+3+6+3Skirmish (Ex) (+3d6, -2AC)————

10th+7/+2+3+7+3Blindsense 30 ft————

Class Features

All of the following are class features of the scout.

 

  • Weapon and Armor Proficiency: 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.
  • Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
  • Bonus Feats: At 4th level and four levels thereafter (i.e. 8th, 12th, 16th, 20th level) a scout gains a bonus feat which must be chosen from the following: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. All prerequisites for the feat must be met.
  • Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let him move more quickly though terrain that requres a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium armor or when carrying a medium or heavy load.
  • Camouflage (Ex): Beginning at 8th level, a scout can use the hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium armor or when carrying a medium or heavy load.
  • Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.

Ranger - 4th level

  • Hit Die: d8.
  • Class Skills: 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), Tumble (Dex), and Use Rope (Dex).
  • Skill Points at 1st Level: (6 + Int modifier) x 4.
  • Skill Points at Each Additional Level: 6 + Int modifier.
  • Track: A ranger gains Track (see page 101 of the Player’s Handbook) as a bonus feat.

Table: Ranger

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells

1st

2nd

3rd

4th

1st+1+2+2+01st Favored Enemy (Ex), Wild Empathy (Ex)————

2nd+2+3+3+0Combat Style————

3rd+3+3+3+1Endurance————

4th+4+4+4+1Animal Companion (Ex)0———

5th+5+4+4+12nd Favored Enemy (Ex)0———

6th+6/+1+5+5+2Improved Combat Style1———

7th+7/+2+5+5+2Woodland Stride (Ex)1———

8th+8/+3+6+6+2Swift Tracker (Ex)10——

9th+9/+4+6+6+3Evasion (Ex)10——

10th+10/+5+7+7+33rd Favored Enemy (Ex)11——

Class Features

All of the following are class features of the ranger.

 

  • Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons. Rangers are proficient with light armor and shields; escept tower shields.
  • 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 (see page 93 of the Player's Handbook) as a bonus feat at 3rd level.
  • Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and paladin) which are drawn from the ranger spell list (see page 191 of the Player's Handbook). A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spells level (Wis 11 for 1st level spells, Wis 12 for 2nd level spells, and so forth). The DC 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 3-13: The Ranger (see page 46 of the Player's Handbook). In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells on page 8 of the Player's Handbook). 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 1/2 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.

 

Horizon Walker - 1st level

  • Requirements: To qualify to become a horizon walker, a character must have 8 ranks in the Knowledge (geography) skill and the Endurance feat.
  • Hit Die: d8.
  • Class Skills: The Horizon Walker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
  • Skill Points at Each Additional Level: 4 + Int modifier.

Table: Horizon Walker

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Chosen Mastery

1st+1+2+0+0Terrain MasteryUnderground

2nd+2+3+0+0Terrain Mastery—

3rd+3+3+1+1Terrain Mastery—
4th+4+4+1+1Terrain Mastery—

5th+5+4+1+1Terrain Mastery—

6th+6+5+2+2Planar Terrain Mastery—

7th+7+5+2+2Planar Terrain Mastery—

8th+8+6+2+2Planar Terrain Mastery—

9th+9+6+3+3Planar Terrain Mastery—

10th+10+7+3+3Planar Terrain Mastery—

Class Features

All of the following are class features of the Horizon Walker.

 

  • Weapon and Armor Proficiency: Horizon Walkers gain no proficiency with any armor or weapon.
  • Aquatic: You are naturally at home in the water, gaining a +4 competence bonus on Swim checks or a +10 foot bonus to your own swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.
  • Desert: You have endured where others perish, so you're good at conserving your body's resources. You resist effects that tire you. You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.
  • Forest: You have an instinctive sense of camouflage from your time among the trees, granting you a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.
  • Hills: The faintest echos find there way to your ears, granting you a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.
  • Marsh: You have learned to be quieter than the whispering rushes; your mystic connection to the marsh grants you a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.
  • Mountains: You naturally cling to surfaces others fall from. You gain a +4 competence bonus on Climb checks or a +10 foot bonus to your own climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.
  • Plains: The wide-opene spaces have sharpened your eyes, granting you a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.
  • Underground: You have magically adapted to your time in the dark. You have 60 foot darkvision (120 foot if you already had darkvision from another source). You gain a +1 insight bonus on attack and damage rolls against underground creatures.
  • Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells/abilities that harm those of the opposite alignment (such as unholy blight) don't affect you. You have the dominant alignment of the plane with regard to the magic, but your behavior and any alignment-related class features you have are unaffected.
  • Cavernous (Planar): You gain tremorsense with a 30 foot range.
  • Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.
  • Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.
  • Other (Planar): If your campaign uses planes you have invented yourself, you should design additional planar terrains. (See page 191 in the Dungeon Master's Guide for examples.)
  • Shifting (Planar): You have the supernatural ability to use the ever-shifting nature of planes such as Limbo and the Plane of Shadow to travel faster. You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane, such as slaadi and shadow mastiffs.
  • Weightless (Planar): You gain a +30 foot bonus to your fly speed on planes with no gravity or subjective gravity, such as the Astral Plane or the Elemental Plane of Air (see chapter 5 in the Dungeon Master's Guide). This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane such as githyanki and air elementals.

__Alignment__ - Neutral Good


__Religion__ - Albabrilia - the Great Huntress


__Deity/Symbol__ - umm, good question - I do not know


__Languages__

  • Elven
  • Reanaarese

__Feats__


__Experience__

  • Multiclass Penalty - 0%
  • Next Level - 55,000
  • Current Total - 47,887

__Carrying Capacity__

  • Load - 76 / 153 / 230
  • Over Head - 230
  • Off Ground - 460
  • Push/Drag - 1150
  • Current Load - 62.3
  • Max Dex Bonus: +6
  • Armor Check Penalty: 0
  • Max Speed: 40 ft.

__Movement__

  • Current Speed - 40 ft.
  • Run (x 3) - 120 ft.

__Magic Item Slots__

  • Head: Headband of Thought Communication
  • Eyes:
  • Cloak: Cloak of Resistance +1
  • Amulet: Heart Stone
  • Robe:
  • Vest:
  • Bracers:
  • Gloves:
  • Rings:
    • Left Hand:
    • Right Hand:
  • Back:
  • Belt:
  • Boots:
  • Armor: Leather armor +1
  • Shield:

__Possessions__

  • 1 Leather armor +1
  • 1 Composite Longbow (+3 str bonus)
  • 110 masterwork arrows
  • 1 +2 Long Sword (loan from Rufio)
  • 1 Dagger
  • 1 Headband of Thought Communication
  • 1 Cloak of Resistance +1
  • 1 Heart Stone (+2 all saves, cure disease) - 4 charges
  • 1 Wand of Hold Person - 19 charges
  • 1 Chime of Opening - used 3 times
  • 1 Bracers of Armor +2
  • 2 Potion - Hiding
  • 1 Potion - Reduce
  • 1 Potion - Sneak
  • 1 Potion - Speak w/Animals
  • 1 Potion - Spider Climb
  • 1,003 Gold

__Physical Attacks__
Weapon Attack Damage Special
Unarmed (B) +8 1d3+3/20/x2 (1d3, +3 Str) see Skirmish
Composite Longbow (+3 str bonus) (D) +12/+7 (Ranged) 1d8+3/20/x3 (1d8, +3 Str) see Skirmish, Point Blank Shot
+2 Longsword (S) +13/+8 (Melee, +2 Magic) 1d8+5/19-20/x2 (1d8, +3 Str, +2 Magic) see Skirmish

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