Remove these ads. Join the Worldbuilders Guild
Vild-Alv Ranger 3 N
Character Name Alignment
Ranger 3
Character Level
- M
Race Size
Male -
Gender Age
- -
Height Weight
- -
Hair Eyes
- -
Deity Homeland
- 5000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
10 +0 N/A +0
Int
Intelligence
15 +2 N/A +2
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
33
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+2
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
12
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +3 CON +0 +0 +0 +0
Reflex +7 +3 DEX +4 +0 +0 +0
Will +4 +1 WIS +3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +3 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
27 10 +3 +0 +4 +0 +10
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +6 (DEX)  +4 +2 +0
  Bluff +0 (CHA)  +0 +0 +0
  Climb +0 (STR)  +0 +0 +0
  Diplomacy +0 (CHA)  +0 +0 +0
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
  Heal +3 (WIS)  +3 +0 +0
  Intimidate +0 (CHA)  +0 +0 +0
  Knowledge: Arcana +2 (INT)  +2 +0 +0
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
  Perception +11 (WIS)  +3 +3 +5
  Ride +4 (DEX)  +4 +0 +0
  Sense Motive +3 (WIS)  +3 +0 +0
  Stealth +10 (DEX)  +4 +3 +3
  Survival +9 (WIS)  +3 +3 +3
  Swim +0 (STR)  +0 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
  Handle Animal* +5 (CHA)  +0 +2 +3
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
  Sleight of Hand* +7 (DEX)  +4 +3 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Armor Proficiency, Light.
Armor Proficiency, Medium,
Endurance
Point-Blank Shot
Precise Shot
Shield Proficiency
Weapon Focus: Longbow
Weapon Proficiency, Martial(all)
Weapon Proficiency, Simple

Special Abilities

Archery
Favored Enemy Bonus: +2 Humanoid (goblinoid)
Favored Terrain Bonus: +2 Forest (coniferous and deciduous)
Track
Wild Empathy
Elven immunities
Keen Senses
Elven Magic
Low-Light Vision

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Endurance

Harsh conditions or long exertions do not easily tire you
 Prerequisites:
 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


 

Point-Blank Shot (Combat)

You are especially accurate when making ranged attacks against close targets.
 Prerequisites:
 Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
 Normal:


 

Precise Shot (Combat)

You are adept at firing ranged attacks into melee.
 Prerequisites:
 Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.   Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
 Normal:


 

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.

Favored Terrain (Ex)

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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.

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.

Elven Immunities:

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses

Elves receive a +2 racial bonus on Perception checks

Elven Magic

Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision

can see twice as far as humans in conditions of dim light

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Hakkabash.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed