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;Swarm Trap (Ex or Su)
;Swarm Trap (Ex or Su)
: The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordinary trap, the ranger must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (an extraordinary trap lasts 1 day per level).
: The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordinary trap, the ranger must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (an extraordinary trap lasts 1 day per level).
* http://paizo.com/pathfinderRPG/prd/monsters/bat.html#bat-swarm
* http://paizo.com/pathfinderRPG/prd/monsters/rat.html#rat-swarm
* http://paizo.com/pathfinderRPG/prd/monsters/spider.html#spider-swarm


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== Traits ==
== Traits ==
;Child of the Streets: (Social, Ultimate Campaign)
;Child of the Streets: (Social, Ultimate Campaign)

Revision as of 19:20, 17 July 2015



Overview

Brock Vorhees Chaotic Good Human Ranger-Trapper

  • Senses: Normal
  • Languages: Common, Orcish, Giant, Goblin
  • Movement: 20' (breastplate) or 30' (studded leather)
  • Str: 18 (+4), Dex: 15 (+2), Con: 14 (+2), Int: 14 (+2), Wis: 12 (+1), Cha: 9 (-1)
    • +4 Constitution checks made to continue running
    • +4 Constitution checks made to avoid nonlethal damage from a forced march
    • +4 Constitution checks made to hold your breath
    • +4 Constitution checks made to avoid nonlethal damage from starvation or thirst

Combat

  • Space/Reach: 5/5 (Medium)
  • Initiative: +2 (DEX 2)
  • Hit Dice: 5d10
  • Hit Points: 53 + 1d5

Defense

  • Bonuses: Armor: Varies, Shield: 2+1, DEX: 2, Natural: 0, Deflection: 1, Dodge: 0, Size: 0
Breastplate
  • Armor Class: 23 (10, DEX 2, Size, Armor 7, Shield 3, Natural, Deflection 1, Dodge)
  • Flat-footed: 21 (10, Size, Armor 7, Shield 3, Natural, Deflection 1)
Studded Leather
  • Armor Class: 19 (10, DEX 2, Size, Armor 3, Shield 3, Natural 0, Deflection 1, Dodge)
  • Flat-footed: 17 (10, Size, Armor 7, Shield 3, Natural, Deflection 1)
Either
  • Touch: 13 (10, DEX, Size, Deflection, Dodge)
  • Combat Maneuver Defense: 21 (10, BAB 5, STR 4 , DEX 2 , Size)
Saving Throws
  • Fort: +6 (Base 4, CON 2)
    • +4 Fortitude saves made to avoid nonlethal damage from hot or cold environments
    • +4 Fortitude saves made to resist damage from suffocation.
  • Refl: +6 (Base 4, DEX 2)
  • Will: +2 (Base 1, WIS 1)

Offense

  • Base Attack Bonus: +5
  • Combat Maneuver Bonus: +9 (BAB 5, STR 4, Size 0)
  • Melee Attack: +9 (BAB 5, STR 4, Size 0)
  • Ranged Attack: +7 (BAB 5, DEX 2, Size 0)

Routines

Single Attack
  • Longsword [+1]: +10 (1d8+5) crit 19x2, magic slashing
  • Warhammer [Cold Iron]: +9 (1d8) crit x3, bludgeoning cold iron
  • Dagger [Silver]: +9 (1d4+3) crit 19x2, slashing piercing silver
  • Battleaxe: +9 (1d8+4) crit x3, slashing
  • Short sword: +9 (1d6+4) crit 19x2, piercing
Full Attack
  • Longsword [+1]: +8 (1d8+5) crit 19x2, magic slashing
  • Shield: +8 (1d4+2) slashing, crit 19x2, piercing
Ranged Attack
  • Composite [+3] longbow [MW]: +8 (1d8+3) crit x3, piercing, 110' range increment

Skills

Armor check penalty is NOT included in the totals below.

  • Breastplate Armor Check Penalty: -3
  • Studded Leather Armor Check Penalty: -0
  • Totals below assume breastplate. Give those with ACP an extra +3 if wearing Studded Leather.
Skill Total Class Stat Ranks ACP Misc
Acrobatics -1 DEX 2
Appraise +2 INT 2
Bluff -1 CHA -1
Climb +5 STR 4 1
Diplomacy -1 CHA-1
*Wild Empathy +3 (Ranger 4, CHA -1)
Disable Device +7 DEX 2 5 +2 traps Ranger/2
Disguise -1 CHA -1
Escape Artist -5 DEX 2
Fly -1 DEX 2
Handle Animal +3 CHA -1 1
Heal +5 WIS 1 1
Intimidate +3 CHA -1 1
Linguistics +6 INT 2 1
Perception +9 WIS 1 5 +2 traps Ranger/2
Ride -1 DEX 2
Sense Motive +1 WIS 1
Sleight of Hand +11 DEX 2 5 +1 trait, +2 racial
Stealth +9 DEX 2 5 Size 0, +2 racial
Survival +9 WIS 1 5 +2 tracking Ranger/2, +4 racial urban/underground
Swim +5 STR 4 1 +4 resist nonlethal damage from exhaustion
Knowledge
Dungeoneering +7 INT 2 2
Geography +7 INT 2 2
Local +4 INT 2 2
Nature +6 INT 2 1
Trade
Craft (Woodworking) +6 INT 2 1

Favored Enemy / Terrain

Enemies

Humanoid (Giant) +4
??? +2
  • +X bonus on weapon attack and damage rolls*
  • +X bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
  • Knowledge skill checks untrained when attempting to identify these creatures
Hunter's Bond
  • Move action
  • Grant 1/2 bonus to a single target to all allies within 30' who can see or hear.
  • Lasts WIS 1 rounds.

Terrains

Urban (buildings, streets, and sewers) +2
  • +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain
  • traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses

Traps

Trap
At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can't be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once. This ability replaces the ranger's spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another ranger trap or a magical trap such as a glyph of warding. The ranger only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the character's level + the character's Wisdom bonus. All ranger traps are Trigger: location, and Reset: none.
Ranger traps are either extraordinary or supernatural; extraordinary traps are Type: mechanical, and supernatural traps are Type: magic. Some of the traps listed below may be set as extraordinary traps or as magical (supernatural) traps; learning such a trap lets a ranger set it either way. An extraordinary trap has a –2 penalty to its DC. An extraordinary trap lasts 1 day per ranger level or until it is triggered, whichever comes first. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap's DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard ranger trap (this costs 1 additional use of the trap ability).

Traps Known

  • 3/day WIS+Ranger/2
  • Mechanical: DC: 11 10 +Level/2 +WIS -2, Duration: Ranger/days, -1 DC/day
  • Magical: DC: 13 10 +Level/2 + WIS, Duration: Ranger/hours, -1 DC/hour
Snare Trap (Ex or Su)
The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap's DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger's level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger's trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger's option, if there is a tall object or structure nearby, she can have the trap lift the creature.
Swarm Trap (Ex or Su)
The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordinary trap, the ranger must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (an extraordinary trap lasts 1 day per level).

Traits

Child of the Streets
(Social, Ultimate Campaign)
You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Race - Human

+2 to One Ability Score
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed
Humans have a base speed of 30 feet.
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Replaced by Heart of the Slums
Languages
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Heart of the Slums
Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Class - Ranger

Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex)
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.
Chosen: Humanoid (giant)
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
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.
Combat Style Feat (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Weapon and Shield: If the ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam, and Two-Weapon Fighting. At 6th level, he adds Saving Shield and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.: The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance
A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Chosen: Urban (buildings, streets, and sewers)
Hunter's Bond (Ex)
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Spells
Replaced by Trapper Trap.

Trapper

Class Skills
A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Trap
See "Traps" page for details.

Feats

Combat Reflexes (Combat)
1st level
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Stand Still (Combat)
Human Bonus Feat
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
Two-Weapon Fighting (Combat)
Ranger 2 Combat style feat
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. : See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Improved Shield Bash (Combat)
3rd level
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).
Endurance
Ranger 3
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Shield Focus (Combat)
5th
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Description

  • Favored Class: Ranger
  • Deity: Desna
  • Homeland:
  • Gender: Male
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial: