Medium Half-Elf, Devote Ranger, Lawful Good
Blind fighting: In melee combat every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Deflecting Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Power Attack: Once per turn you can reroll a damage dice and take the higher result.
Track: You can track animals and creatures over nearly any terrain.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
Two-Weapon Fighting: ambidextrous and two-weapon fighting when wearing light or no armor.
Stunning Strike (EX): 4/day; DC 16.
Monk Abilities
Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Still Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Slow Fall: 20 ft.
Unarmed Strike. Unarmed Melee Attack: 1d20+8 to hit, reach 5 ft., one target. Hit: 7 1d8+2 bludgeoning damage.
Flurry of Blows 4/day. Make two additional unarmed strikes as a bonus action.
Heavy Crossbow. Ranged Weapon Attack: 1d20+7 to hit, reach 150/400 ft., one target. Hit: 5 1d10 piercing damage.
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