Age of dragons (Inactive)

Game Master DEWN MOU'TAIN


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I ended up building a ranger... I PM'd the info to you, DM.


And here is said ranger!


Background:
A man full of mystery and very few words, Willow likes to keep to himself, preferring the company of nature to that of people. Life as left him rather jaded and cynical, and he usually prefers to say nothing than express the utter disappointment he finds in most of humanity.

As a young man, he was engaged to the pretty young daughter of the local butcher. Tragically, she was killed by bandits whilst the two lovers were camping in the woods near town. Driven out of town by blame of the locals and his own shame, Willow took to living in the woods by himself, striving to protect others from the unknown dangers in the wilds as he could not protect his lost love from years before.

A skilled hunter in his youth, Willow's seclusion has only further honed his mastery of the bow, and the art of survival and tracking. Because of his tendency to venture into the deep woods, Willow has often found himself dealing with fey, druid, and other rare creatures. From them, he found and learned of an innate magical ability, and to attune with nature in a spiritual aspect.

He has since made a living offering his services as a tracker and huntsman. As such, Willow has been hired by Brhuma to meet him near Solace and guide him through the surrounding wilderness to his destination. It took him a little longer than expected to find the party, but with his skill in tracking, he has located them about a days journey out of Solace, at the Inn of the Last Home.

Attacks / Defenses:

Hit Points: 13/13
AC: 17 / Touch AC: 14 / Flat-Footed AC: 13
CMD: 16
Fort Saves: +4
Ref Saves: +6
Will Saves: +2

Initiative: +5
Speed: 30'

BAB: +1
Base Melee Attacks: +3
Base Ranged Attacks: +5

Longbow: +5 / 1d8 / 100 ft / crit: x3

Longsword: +3 / 1d8 + 2 / crit: 19-20/x2

Kukri: +2 (+5 thrown) / 1d4 + 2 / crit: 18-20/x2

Feats/Traits:
Feats:

Human- Point-Blank Shot
Level 1- Precise Shot

Traits:

- Tracker of the Society: +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.

- Magical Knack: Ranger —your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Skills:
Total Skill Points= 7 (6+1 / level)

Handle Animal (Cha) - +4 = (0 + 1 + 3)
Knowledge (geography) (Int)- +5 (1 + 1 + 3)
Knowledge (nature) (Int)- +5 = (1 + 1 + 3)
Perception (Wis)- +5 = (1 + 1 + 3)
Ride (Dex)- +8 = (4 + 1 + 3)
Stealth (Dex)- +8 = (4 + 1 + 3)
Survival (Wis)- +5 = (1 + 1 + 3) *+6 to follow tracks.

Class Features:

Ranger:

Favored Enemy: Humanoid (human); +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.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: 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.

Spells:

Racial Traits:

+2 to one ability score (DEX)

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Equipment:
Studded Leather Armor, Longbow, Arrows (40), Longsword, Kukri, Traveler's Outfit, Backpack, Silk Rope (50'), Torches (10), blanket, bedroll, flint and steel, rations (5), waterskin, pipe, tobacco.


So where precisely is your PC from, willow?


Nobody really knows ;p he lives in the wilds around solace, mostly in the woods To the south. He was born (but he doesn't share this info) in a small nameless town located near of Haven.


Didn't we have a person who wanted to play a cleric of Reorx inquire before we started the game when the previous DM was going to run it?


yes we did. But there already is a cleric in the group, but not enough of a front line person, so im letting the ranger in.


Ok, level 1 gully dwarf cleric reporting for duty!


Looks good doogan. Now i can take you a bit more seriously than Bardy McShrooms, lol.

Now, get in on the action! you can arrive from the north. Check out the map and pick a spot to ride in on.


Hello and welcome.

Don't get killed on your first battle Mr Gully Dwarf :)


Doogan would likely be on foot as he wouldnt trust a beast to do what his feet were meant to do. i assume north is from the top of the map? will post once i get back to the office as i hate formatting on my phone

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