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One x One [Private] The Adventures of Maeja and Roland: CS & Lore

Hans Johann

Resident Druid
Roland Thurgood
Bio and Background

The polished white double doors were gigantic. Were they Twenty feet tall? Thirty? The dimensions of this place seemed to warp constantly. Roland looked up and tried to find the ceiling, only to discover there wasn’t one. The walls here just went up forever. Didn’t they? His head hurt. Didn’t it? At least it should hurt. Why was his head supposed to hurt? He was forgetting something. Something important. Why wasn’t his head hurting?
Roland turned around to find his bearings. He was in a long, narrow corridor of smooth, polished, gray stone. It seems to go on for ages. The door behind him, however, remained shut. It didn’t have a knocker. It didn’t even have a handle for that matter. Where was he? How did he get here? Roland turned back to the doors to examine them further.
They appeared to be carved out of some sort of white stone, but at the same time, they weren’t stone at all. He reached out one hand tentatively and found the doors exceedingly cold. They seemed to be glowing softly from within. Was there light on other side? Or where the doors reflecting the light? He suddenly realized that the light all around him seemed… off. It didn’t appear to have a source, but everything was lite gently in a hazy white glow.
Smoke and mirrors, where was he?
As if to answer his question, the door opened a crack and blinding white light spilled into the corridor. Laughter and sounds of merriment could be heard just on the other side and an effeminate figure emerged, shutting the door behind it.
She, for Roland could now see that it was a she, was remarkably beautiful. The woman was dressed in fine black robes trimmed with bright silver along the hem, collar and sleeves. Her face was pale and smooth and framed by long straight hair the color of starlight. He skin was the white-gray of ashes. Her lips were thin and black, and they curved up in a smile that didn’t quite reach her pure white eyes. Her hands were cupped just below her breast, and in them sat an hourglass filled with red sand.
“Welcome home, my child.” Purred the woman. “You’ve arrived just in time. Won’t you join the festivities?”
Roland hesitated, “I… I don’t mean to be rude, but who are you? And… where is this place?”
“Why child, I am Pharasma. And You are in the land of the dead,” her voice was melodic and sweet, My realm.” He lips turned into a full smile, as if this fact prided her.
“Dead?" he said, now getting hysteric. “I can’t be dead. How can I be dead? I distinctly remember not dying!”
“Poor child,” Said Pharasma. And before Roland could react, her arm extended, and she placed a single finger upon his forehead.


It was night on the Duke’s estates the and moonless sky was covered in black clouds.
They were running from the mansion, both he and Scarlet. He couldn’t believe they had done it. It was the biggest heist they had pulled off yet! Wyrmwood would have to give him is freedom now.
Roland looked down to make sure the small gilded casket was still secure. His body was trembling with excitement!
As he looked back up at Scarlet, Roland felt his feet tangle and suddenly the ground rose up to meet him. The casket loosed from his grip and went bounding across the ground, landing some distance in front of him. Looking at his ankles he saw a thick cord weighted with two iron balls. And then he saw the guard. A hulking man, in a polished armor and a conical helmet, was running towards Roland with a spear extended.
Roland remembered trying to pull himself along the ground, trying franticly to escape. Then his hands were fumbling at the bolas, for that’s what it was, trying to undo the rope as fast as he could. As he was becoming more desperate he looked up to see where the guard was. Roland remembered seeing an enraged face and then the point of a spear and then…


Phantom pain shot through Roland’s right eye as he thought he felt the spear enter his skull. And then, just as suddenly as it had hit him, the pain was gone. His hands had gone to his face in reflex and slowly, he pull them away. Roland examined them, expecting to see blood. There wasn’t any. Roland Looked back up at Pharasma as he started to understand more clearly.
His head was supposed to hurt. He remembered now. Only he was dead.
He, Roland Thurgood, was dead as doornails. Smoke and Mirrors!
Pharasma smiled at him and extended a graceful upturned hand, inviting him to take it. Roland looked at it for a moment trying to as his thoughts swirled and churned, unable to settle. What had happened to Scarlet? What had happened to the package? What about Wyrmwood?
After a moment of hesitation, he extended one hand, as if to place it in hers. But just before he could, a whippoorwill descended from cavernous space above them and landed smoothly in the woman’s outstretched hand. A small piece of neat parchment was in it’s beak. If this had shocked Pharasma, it didn’t show on her face. After tucking her hourglass into her robe, she removed the note from the bird’s beak.
Her white eyes flicked up from the note to Roland. “Oh my,” She said in a voice rimmed with amusement, “It appears you have options, dear child. Someone out there is looking out for you.”
Now her expression became serious as she leaned in close to gaze deep into Roland’s eyes. “If you wish, you may return to the mortal lands. Or you may stay here and enjoy my company with those who have come here before you. But I must warn you, leaving here will come at a price.”
Roland met her gaze, excitement in his voice again and a smile pulling at the corner of one lip, “What kind of price?”
“I cannot say,” she said as she straightened, “For I don’t entirely know myself. The method in which you are being called back to the Material Plane is…,” She hesitated as if searching for the right word, “…Outdated.”
Roland thought of Scarlet and what Wyrmwood would do to her if the package never got delivered. How much time had passed? Gods above, she had better be okay.
“I want to go back,” Roland said firmly, “I have to.”
“Very well, child. Till we meet again.”
And before Roland could reply, he felt a pulling sensation at his navel as if someone just drove him back by slamming into his stomach. He was flying backwards down the never-ending hallway, watching as the woman became a smaller and smaller. He flew back faster still, till his vision started to blur. He tried to hold on to consciousness, but his eyes started to roll up into his skull. The nausea was becoming unbearable.
Then a strange thought occurred to Roland: Could you throw up in the land of the dead? But before he got an answer, everything plunged into darkness.


**********
Roland’s story really starts in the capitol city of Absalom. He was human and grew up in the heart of the city, working for his mother, who was an accomplished apothecary. From his mother, Rae Thurgood, Roland learned much; how to pick herbs, tend to plants and fungus, extract their properties, and make potions and poultices. His father had passed away when Roland was very young, leaving Roland and his mother to fend for themselves.
Absalom is a big city! And big cities attract crime.
When Roland was about 17 years old, the store that he and his mother ran caught the attention a local mob known as The Red Wyrms. Run by a powerful man known only as Wyrmwood, The Red Wyrms moved in on their neighborhood and started demanding money from local shops and businesses. It wasn’t all bad. Some of the money was turned around and used to pay for repairs and luxuries that this area of the city was lacking, but the lax took a toll as the years progressed.
Rae and Roland were able to pay The Red Wyrms extortion and protection fees for quite some time; Years, in fact. But, there a came a time that their store just wasn’t making the money it once was. To pay off The Red Wyrms once and for all, Roland met with Wyrmwood and offered himself in Wyrmwood’s service.
It was here that Roland met Scarlet. She was an elf who was also trying to pay off her debt to Wyrmwood. Wyrmwood often paired off senior members of his gang with the new blood in order to make sure they were fulfilling their bargain.
Roland did well for himself working for Wyrmwood, and after a year or so, he and Scarlet grew close as friends. It was at this time when Wyrmwood requested they steal an object from Duke Thelos. A gilded casket. Apart from that, no other details were given to Scarlet or Roland.
Our Curtain now opens hundreds of miles away from the city of Absalom, in a village of Osterlandsk, in the center an ancient forest…


*****

Roland Thurgood
Age: 23

Height (Human): 6' 1"
Weight (Human): 155 lbs
Height (Vine Leshy): 2' 8"
Weight Vine Leshy: 21 lbs
Personality Traits:
Daring, Freethinking, Witty, Resourceful, Boyish, Absentminded

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Roland Thurgood!

Race: Vine Leshy (Previously Human)
Class/Level: Alchemist/1 (Herbalist Archetype)
Alignment: CG
Sex: Male
Size: Small (+1 attack, +1AC, +4 Steath, -1 CMB/CMD)
initiative: +2

(dex+miscalculation modifier)
Movement: 20ft
Languages: Common, Sylvan

Vision: Darkvision 60ft

ABILITY SCORES (score (+/-))
STR: 14 (+2)
DEX: 14 (+2)
CON: 14 (+2)
INT: -8 (-1)
WIS: 16 (+3)
CHA: -8 (-1)


OFFENSE!
Base Attack Bonus: +0
Melee Weapon(s):

-Shortspear: +2 (1d4+2, x2, P)
(weapon name, +to hit (damage + str, critical/modifier, Type)
Ranged Weapon(s):
-Seedpod**: +3 (1d6, B)
(weapon name, +to hit (damage +, critical/modifier, Type)

**4/day (Seedpods per day = level+wis+misc)


DEFENSE!
Armor Class: 15 (10 +2dex +2armor +1small sized)
(10+dex+armor+natural armor+Misc)
Max HP: 10
Fortitude Save: +4
(con+base+misc)
Reflex Save: +4
(dex+base+misc)
Will Save: +3
(wis+base+misc)

Racial Abilities:
Plantspeech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.
Climber: Vine leshys gain a +2 racial bonus on Climb checks.
Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.
Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.
Pass without Trace: Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd).
Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.


Class Abilities:
Weapon and Armor Proficiency
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Herbalism (Su)
An herbalist’s studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs. An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.
This alters alchemy and the alchemist’s key ability score.
Natural Magic
An herbalist’s study of the leshy spirit grants him access to natural magic that eludes other alchemists. Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.
This replaces Throw Anything.
Seedpods (Su)
An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create a number of seedpods each day equal to his alchemist level + his Wisdom modifier and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier).
*At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy.
*At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy.
*At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy.
*At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy.
*At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.
This replaces bombs, poison use, poison resistance, and poison immunity.



Feats:
Brew Potion (Alchemist Bonus Feat)
Weapon Focus (Seedpod) (1st level feat)


Inventory
Combat Gear
Shortspear

Other Gear
Leather Armor (+2 bonus)

Money: -1000


Skills
(3 Ranks per level. 4 + -1 (int))
Bold = Alchemist class skills, Red = Trained only skills, Blue= Misc Mod.
Mod Ranks Attribute Name of Skill
+02 ~ 0 ~ (dex +2) ~ Acrobatics
+-1 ~ 0 ~ (int -1) ~ Appraise
+-1 ~ 0 ~ (cha -1) ~ Bluff
+04 ~ 0 ~ (str 2) ~ Climb (+2 Racial)
+-1 ~ 0 ~ (int -1) ~ Craft
+-1 ~ 0 ~ (cha -1) ~ Diplomacy
+06 ~ 1 ~ (dex +2) ~ Disable Device (+3 CS)
+-1 ~ 0 ~ (cha -1) ~ Disguise
+02 ~ 0 ~ (dex +2) ~ Escape Artist
+02 ~ 0 ~ (dex +2) ~ Fly
+00 ~ 0 ~ (cha -1) ~ Handle Animal
+03 ~ 0 ~ (wis +3) ~ Heal
+-1 ~ 0 ~ (cha -1) ~ Intimidate
+00 ~ 0 ~ (int -1) ~ Knowledge (Arcana)
+00 ~ 0 ~ (int -1) ~ Knowledge (Dungeoneering)
+00 ~ 0 ~ (int -1) ~ Knowledge (Engineering)
+00 ~ 0 ~ (int -1) ~ Knowledge (Geography)
+00 ~ 0 ~ (int -1) ~ Knowledge (History)
+00 ~ 0 ~ (int -1) ~ Knowledge (Local)
+00 ~ 0 ~ (int -1) ~ Knowledge (Nature)
+00 ~ 0 ~ (int -1) ~ Knowledge (Nobility)
+00 ~ 0 ~ (int -1) ~ Knowledge (Planes)
+00 ~ 0 ~ (int -1) ~ Knowledge (Religion)
+00 ~ 0 ~ (int -1) ~ Linguistics

+03 ~ 0 ~ (wis +3) ~ Perception
+-1 ~ 0 ~ (cha -1) ~ Perform
+07 ~ 1 ~ (wis +3) ~ Profession (Herbalist) (+3 CS)
+02 ~ 0 ~ (dex +2) ~ Ride
+00 ~ 0 ~ (wis +3) ~ Sense Motive
+06 ~ 1 ~ (dex +2) ~ Sleight of Hand (+3 CS)
+00 ~ 0 ~ (int -1) ~ Spellcraft
+6/10~0~ (dex +2)~ Stealth (+4 Small, +4 in Forests)
+03 ~ 0 ~ (wis +3) ~ Survival
+02 ~ 0 ~ (str +2) ~ Swim

+00 ~ 0 ~ (cha -1) ~ Use Magic Device

Alchemist Formulae List
1st level Druid list: Commune with Birds, Remove Sickness
1st level Alchemist: Firebelly, True Strike, Targeted Bomb Admixture, Disguise Self, Adhesive Spittle
(2)/day
 
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Maeja Skogur
Race: Forean
Gender: Female
Class: Ranger
Age: 21 years old
Height: 4'10
Calm, fearless, clever, energetic, shy

Description:

Foreans are tree-inhabiting creatures with short, slim frames and large, slanted eyes that see well in the forest darkness. With skin tones ranging between olive and bark-colored, they have muscular limbs and strong, sticky fingers with which to climb trees. They have eleven, pointed ears with sharp hearing for hunting small game, and hair colors that range between dark evergreen to jet black. Foreans are usually dressed in robes made from plant materials and also make rudimentary jewelry out of similar materials. They don't wear shoes, except for specific, special occasions within the temple, as this would only impair their ability to climb trees.

Maeja has khaki-colored skin, with black hair, which shimmers with a green tinge in the sunlight. She leaves her hair braided, weaving in supple, golden vines and leaves for decoration. She has a small mouth with a friendly, sweet smile and penetrating, yet gentle eyes with which she quietly observes the world around her.


Bio and Background
Maeja was born an only child in the dense, deciduous forest of southern Zelenya, in the forest-town of Osterlandsk. Her parents were the priestess, Maara, and the chieftain Maduu Skogur. She was supposed to be an identical twin: Maeja and Neomin. It was written in the stars, or so High Priestess Viisas had announced months before their birth. The old woman, 120 years of age, had had received spiritual whispers of their destiny: the two girls would grow up to become legends of Osterlandsk. But the day that Maara Skogur gave birth to her twins, something went horribly wrong. The high priestess had had a bad feeling, from the moment she had awaken that very day. Something was off in the air. The birds were unnaturally quiet within the Zelenya forest, game was harder to hunt, and the simplest of rituals within the temple were executed with strange, unpropitious occurrences. All three moons were hidden behind dark clouds, an age-old symbol of a bad omen.

High Priestess Viisas had overseen the girls' birth, while her group of priestesses performed the appropriate rituals. But without the light of a single moon, the rituals felt without power, as though the gods had abandoned them. As Viisas began delivering the girls, the twins began emerging from the womb with blue faces, both strangled by the umbilical cord wrapped around their necks. But by the unfathomable compassion of the forest goddesses Amma... Maeja alone survived.

Maeja was a shy, solitary, yet energetic and lovable child. Yet there was an undeniable sadness that inhabited her, something that could be felt in her most quiet moments. The priestesses all believed that she would carry the grief of her sister's passing throughout her life, but that it would give her a spiritual advantage. It was believed, after all, that trauma has the potential to not just strengthen a person, but lift their spirit above the ordinary through the power of their suffering. Therefore, everyone expected Maeja to excel in the use of magic, and in particular in the shamanic arts.

That being said, from the beginning, the girl didn't conform with the alleged destiny that had been revealed to her grandmother. She soon proved to be a stubborn, undisciplined child, unable to sit still, and uninterested in training in the shamanic arts. The girl seemed unnaturally indifferent to Forean religion and ritualistic ceremonies. This caused Maeja's mother great shame and the girl grew up with a very strained, unhappy relationship with the priestess Maara and the rest of Amma's priestesses.

Yet her relationship with her father, Chieftain Maduu was of a very different nature. Despite everyone's disappointment in her, Chieftain Maduu adored his daughter. He saw her as a unique, precious gift from Amma, and one whom he was convinced would prove her worth in ways that would surprise the Forean village. Regardless of the disapproval of Osterlandsk's priestesses, he taught Maeja how to use a short bow, track and hunt, set snares and traps, use daggers, and defend herself in combat. Of course, she was still forced to dedicate herself to the Forean shamanic arts that High Priestess Viisas taught her each day. Maeja trained in divination, all forms of healing arts, nature magic, spirit magic, how to perform rituals and ceremonies and how to be a spiritual guide for the townspeople. But whether it was out of lack of interest, or lack of skill, Maeja showed little promise. Though she was able to learn rudimentary forms of healing magic, the priestesses felt she lacked the intelligence to grasp the more subtler arts of divination and spirit magic.

Tradition dictated that the high priestess be chosen from every second generation, and always within the same family tree. Viisas was getting increasingly anxious, realizing that her granddaughter wasn't fit for the role, especially since no other heiress was available. Despite her reluctance, and Viisas' own misgivings, Maeja was forced to officially become an apprentice priestess when she came of age at 16 years old. At eighteen, she became a priestess working under her own mother, Maara, but constantly criticized and put down by the other women, she hated her job. Every chance she got, she would abandon her duties in order to spend time with her father, or hunt or adventure alone in the woods.

On her 21st birthday, Viisas received a vision from a forest spirit telling her that her granddaughter, Maeja, was destined for bigger things. The spirit explained that it was imperative that tradition be thrown out in order for Maeja to fulfill her true purpose. Though Viisas didn't quite know what that really meant, as high priestess, it was her duty to obey. Maeja left her duties at the temple, becoming instead one of the main rangers that hunted and protected the Forean forest-town.

One day, High Priestess Viisas receives an urgent revelation, warning of doom soon to come to the Zelenya forest in the form of a demon invasion that may wipe out much of the northern plains and forests. It would be an invasion supposedly orchestrated by an evil sorceress from the northern city of Frysta. Viisas was instructed to send out Maeja from the forest, in order to investigate, as this was the destiny written in the stars: that she would play a key part in saving the region from destruction.

//This might be a little late to add, but I was wondering if you think it would work if her twin sister, Noemin, could play a part in the story? Maybe Maeja could learn to summon her and Noemin can provide her with supernatural information at times, that wouldn't be available any other way? //
 
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Maeja Skogur!

Race: Forean
Class/Level: Ranger/1
Alignment: chaotic good
Sex: female
Size: small
initiative:
+2 (dex+miscalculation modifier)
Movement: 30 Feet, Climb 20 Feet
Languages: Forean, Sylvan, Common

ABILITY SCORES (score (+/- Modifier))
STR:
8 (-1)
DEX: 16 (+3)
CON: 8 (-1)
INT: 14 (+2)
WIS: 16 (+3)
CHA: 12 (+1)

OFFENSE!
Base Attack Bonus (BAB): +1
Melee Weapon:
Masterwork Dagger +1 (1d4 -1, 19-20/x2)

(weapon name, +to hit* (damage, critical/modifier)
*(Melee attack to hit= -1 + 1 + 1)
Ranged Weapon:
Masterwork Shortbow +6 (1d6 -1, x3)

(weapon name, +to hit** (damage, critical/modifier)
**(Ranged to hit= 3 + 1 + 2)

DEFENSE!
Armor Class:

(10+3+3) = 16
Max HP: 9
Fortitude Save: +1 (con+base save+misc)
Reflex Save: +5 (dex+base+misc)
Will Save: +3 (wis+base+misc)

Racial Abilities:
Sticky Pads:

Foreans have a climb speed of 20 feet. (and gain the +8 racial bonus that a climb speed normally grants.)
Xenophobic:
Foreans begin play speaking only Forean. A Forean with a high Intellegence score can choose from the following other languages: Common, Elven, Sylvan, and Treant.
(Sylvan is the language of forest creatures and beings, and Treant is the language of, well, Treants)
Dissolution’s Child:
Once per day, as a supernatural ability, a member of this race can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like Invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).
(I figured since the race is known for hiding in the trees this would be a good defense mechanism against enemies. Also, this could be why most people don't know about them!)
Skill Trained:
Knowledge (Nature) and Survival are always Class skills. Foreans also have +2 racial bonus for these skills.
Shamanistic Magic:
Once per day, Foreans can use Cure Light Wounds as a spell like ability.

Class Abilities:
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, (5th level, and every 5 levels thereafter) a ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, she 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.
Track (Ex)
A ranger adds half her 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 Diplomacycheck to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and her Charisma bonus to determine thewild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Feats:
Point black shot (First level feat)

Inventory
Combat Gear: Masterwork Shortbow, 2x Masterwork Daggers, and a Hide Shirt.

Other Gear: green, plant-material trousers, backpack, small game jerky, waterskin, flint & steal, torch, gold with emerald-encrusted necklace heirloom

Money: 175g


Skills
(8 Ranks per level. Number of ranks per skill can't be higher than your current level)
Bold = Ranger class skills. Red = Trained only skills (This means you need at least 1 rank to use))
Mod Ranks Attribute Name of Skill
+# 0 (dex +3) Acrobatics
+# 0 (int +2) Appraise
+# 0 (cha +2) Bluff
+# 0 (str -1) Climb (+8 climb speed bonus)
+# 0 (int +2) Craft

+# 0 (cha +1) Diplomacy
+# 0 (dex +3) Disable Device
+# 0 (cha +1) Disguise
+# 0 (dex +3) Escape Artist
+# 0 (dex +3) Fly
+# 0 (cha +1) Handle Animal
+# 0 (wis +3) Heal
+# 0 (cha +1) Intimidate

+# 0 (int +2) Knowledge (Arcana)
+# 0 (int +2) Knowledge (Dungeoneering)
+# 0 (int +2) Knowledge (Engineering)
+# 0 (int +2) Knowledge (Geography)
+# 0 (int +2) Knowledge (History)
+# 0 (int +2) Knowledge (Local)
+# 0 (int +2) Knowledge (Nature) (+2 Racial bonus)
+# 0 (int +2) Knowledge (Nobility)
+# 0 (int +2) Knowledge (Planes)
+# 0 (int +2) Knowledge (Religion)
+# 0 (int +2) Linguistics
+# 0 (wis +3) Perception
+# 0 (cha +1) Perform
+# 0 (wis +3) Profession
+# 0 (dex +3) Ride

+# 0 (wis +3) Sense Motive
+# 0 (dex +3) Sleight of Hand
+# 0 (int +2) Spellcraft
+# 0 (dex +3) Stealth
+# 0 (wis +3) Survival (+2 Racial Bonus)
+# 0 (str -1) Swim

+# 0 (cha +1) Use Magic Device
 
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