Drinking & Dragons


From Drinking and Dragons



Informant to the skyrates. While laying low and going generally undetected for my own reasons, I overhear a lot of information. I feed this information to the skyrates, hoping that (if I can provide valuable enough information about the important families of the court) I can eventually ensure safe passage and protection for myself and my loved ones to the gnome colonies on the skylands.

File:Icon-HighDruid.svg (Positive) | File:Icon-OrcLord.svg (Negative) | File:Icon-PrinceOfShadows.svg (Conflicted)

Ranger 3
Gnome Female
Abilities Str 11 0 | Dex 17 3 | Con 12 1 | Int 12 1 | Wis 14 2 | Cha 12 1
Initiative: 6 (Dex + Level)

Confounding (Racial Power)
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Minor Illusions (Racial Power)
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.


HP: 40 ([7+Con]*5) Staggered: 20
Recoveries: 8 (3d8[13]+Con[1]), 14 average

AC: 19 (14 + middle mod of Con/Dex/Wis [1/3/2] + Level)
Physical Defense: 15 (11 + middle mod of Str/Con/Dex [0/1/3] + Level)
Mental Defense: 14 (10 + middle mod of Int/Wis/Cha [1/2/1] + Level)
Disengage: +0

Basic Attacks

Melee Attack
Effect: On a critical hit, all dice turn to d20's
Target: One enemy
Attack: +6 vs. AC
Hit: 3d10 + 0
Miss: 3
Melee Attack
Target: One enemy
Attack: +6 vs. AC
Hit: 3d10 + 0
Miss: 3
Melee Attack
Target: One enemy
Attack: +6 vs. AC
Hit: 3d8 + 0
Miss: 3
Melee Attack
Target: One enemy
Attack: +6 vs. AC
Hit: 3d4 + 0
Miss: 3
Ranged Attack
Target: One nearby enemy
Attack: +6 vs. AC
Hit: 3d4 + 3
Miss: 3
Ranged Attack
Target: One nearby or far away enemy
Attack: +6 vs. AC
Hit: 3d8 + 3
Miss: 3

Class Talents

Favored Enemy (2)

Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, humanoid*, ooze, plant, or undead). The crit range of your ranger attacks against that type of enemy expands by 2.

  • Choosing humanoid: Unlike other favored enemies, choosing humanoid as your favored enemy takes up two ranger class talent slots.

Ranger's Pet

You have a small animal or beast that accompanies you on your adventures. Use the rules from the Wizard’s Familiar talent with the following differences:

  1. The creature is your pet or friend instead of your familiar.
  2. Your pet is fully natural rather than partially magical.
  3. Your pet can end up with more abilities, if you choose.
Each battle, if your companion is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 3d4 damage per level (no attack roll) to that enemy.
Once per day, your familiar can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your familiar to scout unseen.


Precise Shot (General): Adventurer

No chance to hit allies on fumbles.

Favored Enemy (Talent): Adventurer

You can change your favored enemies by meditating when you take a full heal-up.

Further Background (General): Adventurer

Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.


Statistic Bonus
STR +3
CON +4
DEX +6
INT +4
WIS +5
CHA +4
Crafty +3
Background history
Gossip +3
Background history
Survivor +1
Background history
Tracker +3
Background history


28 Gold Piece

Typical Arms

  • Light Armor
  • Greataxe
  • Dagger
  • Longbow
    • Arrows ×15
  • Warhammer

True Magic Items

Weapon. '
Two-handed spear.
Critical strikes turn all die to d20's
A mechanical spear found in ancient ruins that uses charges to activate the critical effect.
Quiver of Consumption
Misc. Over-analyze things
Holds "infinite" arrows
Create normal arrows and may turn exceptional components into special arrows.
A quiver made of exotic hides
Collars of Loyal Companionship
Neck. You take on some of the personality traits of your familiar or ranger pet
+1 to saves
Once a day, your pet or familiar turns into a dire version of itself that used the animal companions table at one level lower than you are.
A matching pair of collars lined with small studs and spikes.

Dire Frodo

After Ranger
Frodo gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master.
Attack Damage AC PD MD HP
+7 vs AC 2d6 18 16 12 38


Boom-blade Charges ×4
Adventurer Oil (choose one when used)
Weapon: Non-magic item gains +1 to hit and damage for a combat
Armor: +1 AC to non-magic armor for a combat.
Lethal Strike Arrows ×3
+1 Critical Range
+1d10 damage
Bleeding Arrows ×2
Hits cause 5 bleeding damage
Poison Arrows ×3
All of the arrow damage is poison damage
Vial of Acid
15 ongoing poison damage


  • Woolen Blanket (+1 saves vs cold)
  • Polished Bones
  • Crowbar
  • Orc safe passage totem
  • Locked Scroll Case
  • School Uniform
  • Training Wand
  • Stolen Wizardly school books

Story Bonuses

Extra References

Character Sheet