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Thanks, what's funny is that the magus will have a weaker aura than his weapon at some point.


I am just wondering what the effective caster level of the Magus' black blade is for the purposes of the alignment detection spells.


Thank you for the extra set of eyes on this.


I am running a game and one of my players wants a custom magic item to use I just wanted to test the waters and see what others think of it.

Efficient Scrollbook

Aura: Feint Transmutation; CL 7

Slot: None; Price 1800; Weight 2 Lbs

This finely crafter leather bound book comes complete with a motif of an open scroll on the front cover, and each page is guilt edged, the book always looks as though it has 100 pages. Any written work placed into the book automatically transforms into a series of consecutive pages. This is primarily used for storing scrolls in a convenient protected storage. By grasping one or more pages and pulling firmly, the original material can be removed from the book unharmed (in the exact form it was in when it was placed into the book). When used to store magic scrolls, the second main ability of the book comes into play. By holding the book and concentrating on the name of the spell as a swift action; the scroll appears between the two ends of the motif, allowing the owner to cast the spell without having to find or remove it from the book. The scroll can then be cast (as usual for casting a spell from a scroll). The pages used for a spell scroll stay after the spell is used so that they can be used again. The book can store up to 6000 pages in this fashion, and always weighs 2 lbs.

When created the book starts with 50 pages. If the book is found as random treasure it can have spell scrolls inside it, but these scrolls must be separate treasures from the book.

Creation: Craft Wondrous Items, Secret Page, Secret Chest; Cost 900

Alternates:

When pricing the magic item (and slightly re-writing it's abilities to function closer to existing magic items), one or two additional abilities could probably be added to the book without making it too much of a stretch:

(1) The book is capable of recording spoken communication. The book only records what is stated by its current owner, and writes in the current language the owner is speaking. This does not confer the ability for the owner to understand what is written if he is speaking in a language he does not actually know, this fills 600 words a page. This adds Arcane Mark to the list of spells required. Additional crafting cost 100

(2) The book can impart both Arcane and Divine knowledge to the user. When a spellcaster uses this book to cast a spell of 4th level or lower that is not from his or her class, he or she can give up an unused spell or spell slot to cast the spell as if it was on his or her list. The spellcaster may still needto make caster level checks if his or her caster level is lower than the scrolls (using her primary caster level for this check). This modification adds 11375 gold to the crafting cost of the book, and adds Limited Wish to the list of spells required. Additonal crafting price of 12275 Gold. Aura: Strong Transmutation; CL 15

(3) This leather-bound tome automatically records the events and activities that occur within 60 feet of itself. While the information provided in the book is 100% accurate, it is written in a sarcastic tone that may be lost on the reader. The book is actually able to see a short distance into the future in order to record the information within, however it will not actually show the information to the reader until after the fact. In addition to providing a record of the books travels, it can also be used to gain some insight into the current path. If a reader spends one hour studying the tome, and then succeeds a DC 25 Linguistics Check, he or she can gain the benefits of an Augury spell. This Augury will never give a response of 'nothing', but will always give a cryptic or sarcastic response instead. This does not impact the 6000 page limit of the book. Rquires the addition of Augury and Arcane Mark. Additional crafting cost 3000

Note: Option 1 and 3 do not stack, if you add both you must pay 3100 in crafting cost.

Reasoning:

This book functions predominately as an extra-dimensional space such as a Handy Haversack or a Bag of Holding. 6000 pages is approximately 2 cubic feet of paper (or equivalent to one of the smaller pouches in the Handy Haversack), and weights approximately 60 lbs under normal conditions. Using the Bag of Holding as a template for storage capacity and weight comparisons, this would cause an approximate cost at around 500 gold. The masterwork component in permanent magic items tends to run at 150 gold, equal to that of a shield. Adding the ability to sort the documents automatically becomes tricky to price. As this ability closely resembles the approximate power of a feat (equivalent quick draw, but scrolls only), this would place the approximate price at 250 gold. This would validate the cost at 900 gold to craft. Purchase price is consistent at double crafting price, and is thusly 1800 gold.

Cost for option (2) explanation:

Limited Wish is a 7th level spell capable of several different effects. As a 7th level spell, it has a minimum caster level of 13. Limited Wish also uses a material component worth 1500 gold. By requiring the caster to sacrifice a spell slot of equal level to the spell we are casting, we can remove the cost of the material component. The cost of a spell slot averages out to a weighted average of approximately 4425 gold, thus being more than enough to remove the material component itself. The power of Limited Wish is further reduced by 2 additional points. First, the spell is not treated as a 7th level spell for the purposes of dispelling or saving throws (as it would if actually cast through Limited wish). Secondly, casting the spell still uses up the scroll. These reduce the effectiveness of the spell, allowing the cost of the adding the ability to amount to 11375 gold (crafting cost).
So, just tell me what you all think about it and if I should allow it.


I am running a game and one of my players wants a custom magic item to use I just wanted to test the waters and see what others think of it.

Efficient Scrollbook

Aura: Feint Transmutation; CL 7

Slot: None; Price 1800; Weight 2 Lbs

This finely crafter leather bound book comes complete with a motif of an open scroll on the front cover, and each page is guilt edged, the book always looks as though it has 100 pages. Any written work placed into the book automatically transforms into a series of consecutive pages. This is primarily used for storing scrolls in a convenient protected storage. By grasping one or more pages and pulling firmly, the original material can be removed from the book unharmed (in the exact form it was in when it was placed into the book). When used to store magic scrolls, the second main ability of the book comes into play. By holding the book and concentrating on the name of the spell as a swift action; the scroll appears between the two ends of the motif, allowing the owner to cast the spell without having to find or remove it from the book. The scroll can then be cast (as usual for casting a spell from a scroll). The pages used for a spell scroll stay after the spell is used so that they can be used again. The book can store up to 6000 pages in this fashion, and always weighs 2 lbs.

When created the book starts with 50 pages. If the book is found as random treasure it can have spell scrolls inside it, but these scrolls must be separate treasures from the book.

Creation: Craft Wondrous Items, Secret Page, Secret Chest; Cost 900

Alternates:

When pricing the magic item (and slightly re-writing it's abilities to function closer to existing magic items), one or two additional abilities could probably be added to the book without making it too much of a stretch:

(1) The book is capable of recording spoken communication. The book only records what is stated by its current owner, and writes in the current language the owner is speaking. This does not confer the ability for the owner to understand what is written if he is speaking in a language he does not actually know, this fills 600 words a page. This adds Arcane Mark to the list of spells required. Additional crafting cost 100

(2) The book can impart both Arcane and Divine knowledge to the user. When a spellcaster uses this book to cast a spell of 4th level or lower that is not from his or her class, he or she can give up an unused spell or spell slot to cast the spell as if it was on his or her list. The spellcaster may still needto make caster level checks if his or her caster level is lower than the scrolls (using her primary caster level for this check). This modification adds 11375 gold to the crafting cost of the book, and adds Limited Wish to the list of spells required. Additonal crafting price of 12275 Gold. Aura: Strong Transmutation; CL 15

(3) This leather-bound tome automatically records the events and activities that occur within 60 feet of itself. While the information provided in the book is 100% accurate, it is written in a sarcastic tone that may be lost on the reader. The book is actually able to see a short distance into the future in order to record the information within, however it will not actually show the information to the reader until after the fact. In addition to providing a record of the books travels, it can also be used to gain some insight into the current path. If a reader spends one hour studying the tome, and then succeeds a DC 25 Linguistics Check, he or she can gain the benefits of an Augury spell. This Augury will never give a response of 'nothing', but will always give a cryptic or sarcastic response instead. This does not impact the 6000 page limit of the book. Rquires the addition of Augury and Arcane Mark. Additional crafting cost 3000

Note: Option 1 and 3 do not stack, if you add both you must pay 3100 in crafting cost.

Reasoning:

This book functions predominately as an extra-dimensional space such as a Handy Haversack or a Bag of Holding. 6000 pages is approximately 2 cubic feet of paper (or equivalent to one of the smaller pouches in the Handy Haversack), and weights approximately 60 lbs under normal conditions. Using the Bag of Holding as a template for storage capacity and weight comparisons, this would cause an approximate cost at around 500 gold. The masterwork component in permanent magic items tends to run at 150 gold, equal to that of a shield. Adding the ability to sort the documents automatically becomes tricky to price. As this ability closely resembles the approximate power of a feat (equivalent quick draw, but scrolls only), this would place the approximate price at 250 gold. This would validate the cost at 900 gold to craft. Purchase price is consistent at double crafting price, and is thusly 1800 gold.

Cost for option (2) explanation:

Limited Wish is a 7th level spell capable of several different effects. As a 7th level spell, it has a minimum caster level of 13. Limited Wish also uses a material component worth 1500 gold. By requiring the caster to sacrifice a spell slot of equal level to the spell we are casting, we can remove the cost of the material component. The cost of a spell slot averages out to a weighted average of approximately 4425 gold, thus being more than enough to remove the material component itself. The power of Limited Wish is further reduced by 2 additional points. First, the spell is not treated as a 7th level spell for the purposes of dispelling or saving throws (as it would if actually cast through Limited wish). Secondly, casting the spell still uses up the scroll. These reduce the effectiveness of the spell, allowing the cost of the adding the ability to amount to 11375 gold (crafting cost).
So, just tell me what you all think about it and if I should allow it.


So, I guess what I want from this is just another spell in my "known" list. For example a Sor/Wiz 7 spell that is also Bard 6 I would like to add it to my small "known" list and cast it as a 6th level bard spell.


So, I was thinking of making a bard that will go into the Eldritch Heritage line of feats with arcane as the bloodline. Now the question I have is if I choose the New Arcana power at 11th can I choose a spell that is both sorcerer/wizard and bard and cast it out of my bard spell slot since it would be available to me as a bard, thus giving me more bard spells known.


So I'm looking for advice here since the place we regularly game is going to be unavailable for a while I was going to run this through maptools. While doing this I have come across trouble getting the map to sync correctly throughout the map, is there an optimal resolution I should use for the map of the horn that anyone knows?


So I started reading the Gazetteer since my group is now starting this book. I noticed that the man running the orphanage has a last name of Mott is this just a coincidence or do LG Motts have nothing to do with him?


Cheapy wrote:
Warhammer!

Thanks.


Cheapy wrote:
Do you have specific deities in mind?

Grundinnar has favored weapon listed as just hammer, not light hammer or warhammer so I was just curious.


Since my ability to search sucks I'm just going to ask this here. When a diety's favored weapon is something generic like hammer or bow what exactly does this count as?


kevin_video wrote:
Randomdonkey wrote:
Looking for some DM advice here, so 3 of the guard captains have been eliminated leaving Capt Barnhold. Now the party has tried to poison him with oil of taggit which he passed the save on but does he know that his food was tainted since he passed the save therefore would begin to become suspicious, especially since two of the other captains fought in a duel to the death based purely on the letters the pcs lifted. I'm asking this since it seems that only one pc is basically taking down three of the four captains, he wants to wait until Barnhold is asleep and use his high stealth to just go to his room and coup de grace a seventh level fighter. Any advice on how to handle this to make it more fun for the entire party as well as an actual challenge?
Fluff wise, have Barnhold still feel unwell. The poison doesn't take effect, but he knows something's not right. He'd go to the local clerics to see if he ate something bad, or if he's coming down with something. They'll tell him that he'd been poisoned. With that knowledge he'd be on extra guard, and probably tell his most trusted guards. This would put everyone on high alert, and he'd have his room alarmed just in case. This way, if the PC's foolish enough to try enter his room, an audible alarm will go off and the guards who've been informed will immediately rush to the room.

Thanks for the advice.


Looking for some DM advice here, so 3 of the guard captains have been eliminated leaving Capt Barnhold. Now the party has tried to poison him with oil of taggit which he passed the save on but does he know that his food was tainted since he passed the save therefore would begin to become suspicious, especially since two of the other captains fought in a duel to the death based purely on the letters the pcs lifted. I'm asking this since it seems that only one pc is basically taking down three of the four captains, he wants to wait until Barnhold is asleep and use his high stealth to just go to his room and coup de grace a seventh level fighter. Any advice on how to handle this to make it more fun for the entire party as well as an actual challenge?


He is going to be a student and Varisian so Draconic seems to make sense but do I get Varisian free then?


I'm about to start playing in a Rise of the Runelords game and I have a human bard with 4 extra languages to select and wanted to know if there were any languages in particular that are used more often than others and I have the Scholar of the Ancients trait which gives me Thassilonian.


Thanks for the advice.


So I don't know if this is the right place but I started a fighter and chose "Rough and Ready" as one of his traits which allows me to use a tool from a profession or craft skill I have 1 rank in as an improvised weapon without penalty and with a +1 bonus as well. I'm just wondering what would be considered tools for profession soldier?


Fire Mountain Games wrote:
Randomdonkey wrote:
Quick question on the Bunyip encounter, I assume the my bloodthirsty party are going to club the seals right in the boat. However I was wondering how the Bunyips could capsize the boat they are in and the only rules I could find related to this involved ship to ship combat, so any help would be appreciated.

Randomdonkey,

** spoiler omitted **

Hope that helps,
Gary McBride
Fire Mountain Games

Thanks for the advice I might just start rolling dice to scare them into thinking something is happening and if they catch a large number of seals that day they will need to deal with the underwater threat, which might be difficult for the melee heavy party I have.


Quick question on the Bunyip encounter, I assume the my bloodthirsty party are going to club the seals right in the boat. However I was wondering how the Bunyips could capsize the boat they are in and the only rules I could find related to this involved ship to ship combat, so any help would be appreciated.


I'm actually getting to the nine trials part and am looking for a way to add xp so the party can level up, so I was looking for them to take part in a mock fight with the seventh knot. I was looking for advice to de-level them from the second book, any advice would be appreciated.


So I started running this last week and things got very interesting. So the group consists of a catfolk Sorcerer (draconic) whose crime was rape which I gave the same bonus as kidnapping, another catfolk barbarian that was in for murder,a human magus that was caught in a duel to the death, a half-orc cleric grave robber and a sylph ninja that was guilty of high theft. It began with the cleric being summoned by Tiadora, after returning the ninja was given the thief's tools he began to try and get everyone out for the gold that was in the veil. Unfortunately, he began work almost immediately, however he was on the last set of locks when he had a number of failures gaining the attention of the guards. Since, the party was basically caught with their pants down. He called the other guard which blew his horn bringing a third guard and Blackerly to put them back down. Blackerly just barked orders to the three guards until they looked badly hurt in which he fled to get others. They decided to free Grumblejack and set him loose ahead of them. Upon reaching the fountain the party had used enlarge person on Grumblejack and the barbarian and let them loose on Blackerly and the warden that was retrieved out of fear of the party and their quick dispatch of the five total guards. The warden used hideous laughter on Grumblejack removing him from the final combat and the barbarian was knocked out by Blackerly, so the ninja and magus stepped up and took out Blackerly and grappled the warden which basically made him an open target. To finalize everything they looted the prison chased off the servants and lit it on fire. Now I just need to add a little more for them to do on the way to see the Cardinal, maybe an Inquisitor and some of the former guards that fled from the party originally.


I have a question one of my players is going to be a Cleric of some minor evil god, how do I handle the issue of his holy symbol since I doubt he could acquire one easily?


Cool thanks for the suggestions I am gonna go with a mix of everyone's suggestions I'm gonna use some FF music, some music from the Berserk anime, as well as music from Dethklok


Two questions one how many players was this designed for and does anyone have any music suggestions for music I can play, since I was gonna DM I wanted appropriate music to play at different parts.


Oh if this makes any difference we are playing Jade Regent and I thought of taking Extend Spell as my 1st level feat is that any good, Like I said i usually play fighter, barbarian and bard.


Wow I never realized the +1 BAB for power attack since I've only used it on full BAB characters well then and the crafting will mostly be done by the staff magus since he also took crafting skills as well and since I will be using a few turns to buff myself I don't plan on using summon spells often.


So I'm creating a 5th level half-orc druid for my friend's game and was wondering what feat I should take at 3rd level. I am going for a self buffing melee druid since the rest of the party consists of a master of many styles monk, a staff magus, a witch and a paladin. I would also like to know any good spells that I can use to either buff myself, my wolf companion, or that don't require a save from the 3rd level spells.
Here is a breakdown of what I have so far.

Str 18
Dex 12
Con 14
Int 10
Wis 15
Cha 8

Feats
1st Power attack
3rd
5th Natural Spell

I will usually stick with bulls strength on my wolf and I as well as magic fang on the wolf, and I have noticed that greater magic fang will not be useful on my companion until 8th level where he will get a +2. So any help would be appreciated.


I'm actually going to be starting this soon with my group and was wondering if there were maps without the numbers that I could hand out during play to make it easier on them?


Any other suggestions?


I'm looking for suggestions for an enemy for my game it's a 9th level vampire anti-paladin. He is going to have a servant as his boon as well as a dragon skeleton in the fight the party consists of a 2h fighter, a druid, an illusionist wizard a twf ranger and an inquisitor npc. Any suggestion would be appreciated.


After using it I became a fan of reach spell.


I'm making a vampire anti-paladin as a fight in my game however I just noticed that undead use charisma for fort save but anti-paladin adds charisma to all of their saves, so do I add this twice then or just once?


So I've picked up all three of these so far and my group is super psyched to play after my homebrew. However I cannot find errata for this yet is there any since people are finding mistakes?


Thanks for the responses now just need to find a way to incorporate more dispel magic traps in my game.


So, I had a player ask me if they could get Shillelagh cast with permanency on their quarterstaff. I could honestly go either way with this, but wanted to know what others thought about it. Questions that came to mind was that if it was should I allow it since it does not seem to game breaking and can be dispelled at any time. I also wondered if you would allow it what kind of pricing would you use for it?


I don't know if this has been brought up but when using Spellstrike on a 18-20 weapon does the spell the crit on a 18-20 as well or how does it work seems a little overpowered to change spell crits?

Race

Portrait

Classes/Levels

N Female Human Ranger 1 | HP 11/11 | AC 18, T 14, FF 14 | CMD: 14 | F 3, R 6, W 1 | Init +4 | Per +5

About Serafina "Switch" Koenig

Fluff:
”I know you’ve got something for me, sir. What is it?” Switch conversed with the body as she flipped the contents of its pouches out onto the ground. He’d been handsome in life, twenty-something, with a swordsman’s callouses. They’d come on him as he travelled west down the South Rostland Road. Now, three arrows sprouted through his mail, and his dueling sword was being admired by Kolman the Iobarian and Mertin Geier. ”Thirteen gold Dragons, two daggers, a beautiful golden key symbol, a copy of The Order of Numbers with an arrow hole through it—you hear that, Isaak? You shot his book!” A laugh from the Gilded Tears, especially Isaak, who was unstringing his bow. ”And what’s this?” A chill ran down Switch’s spine as she rolled out the scroll and started to read it.

”Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the—”

She furled the scroll tightly, looking around to see what the other Tears were doing. Kolman and Mertin were still looking over the man’s sword, Irma Narroweyes was rounding up his horse, and Isaak was pissing behind a tree. Good. She unbuckled her armor, shoved the scroll down her tunic, and then tightened the leather around her chest, pinning the scroll against her chest. A quick stretch proved her fears right—the thing itched, scratching her skin or rubbing with each move, but the others couldn’t be allowed to find it. She forced herself to go back to inventorying the dead man’s equipment. ”Six arrows, not counting Isaak’s, A good set of exploring clothes…”

That night, when the time came for her watch, Switch unrolled the scroll, read it, and packed up her saddlebags, leaving her share of the loot from the last three weeks behind. After all, the scroll was worth more than any of that, and she needed to be halfway down the South Rostland Road toward Oleg’s by dawn if she was going to meet her new companions there. After all, her brothers back in Restov were counting on her.

= = = = = = = = = = = = = = = = = = = =

Five Background Concepts
1. Serafina was born to a merchant family (Henrik and Kira) in Nivakta’s Crossing. She spent her childhood riding, learning the basics of tanning and meat-salting, and minding her younger twin siblings.
2. When she was 14, her mother was killed and her father crippled when their business caught fire. He sold the family home for a pittance and moved the family to Restov, where their now-meager money quickly disappeared into the bottle.
3. Watching her younger brother and sister starve, Serafina looked over her options. Farming wouldn’t be enough money, and the brothels weren’t something she was willing to do. In desperation, she turned to a friend who was part of the Gilded Tears, an adventuring group.
4. The Gilded Tears turned out to be small-time bandits preying on the South Rostland Road. Serafina planned to leave them and head back home, but then she got her loot. She was able to send enough home to feed her brother and sister and buy herself a horse and bow.
5. Now called Switch, Serafina’s done some terrible things in the name of keeping her brother and sister fed. She hasn’t killed, but the Tears have. Lately, she’s been thinking about her mother, and trying to find a way out before she leaves too many families like hers.
Two Secrets
1. Serafina took her charter from a man her bandit group had killed on the South Rostland Road. She kept it a secret, and she’s determined to keep her past life a secret from her new companions, but she’s not exactly what she says she is.
2. Switch couldn’t care less what happens to most of the Gilded Tears. However, Kolman’s band of bandits tracked her west along the road until they fell prey to a larger group of bandits led by Kressle. Now, they’re part of the Stag Lord’s army.
Two Goals
1. Everything Switch does, she does for one purpose: to keep her brother and sister safe and healthy.
2. Switch is used to doing the wrong thing for the right reason. I think she’s the type of evil character a party could work with, and I’ve wanted to play out a redemption story that takes a long time for a while. That being said, she also plays well as someone somewhere else on the road to redemption.
Three People (Friend, Acquaintance, Enemy)
1. Isaak from Riverton (human bandit, 19) - Of all the Tears, Isaak’s the only one Switch worries about. He’s given his share of the spoils to the Shrike River twice, but he’s got a keen sense of humor and always tried to negotiate with their victims. He and Switch were lovers for a few months before he broke it off, but the two remained friends.
2. Henrik Koenig (human ex-merchant, father, 40) - With a burned left arm and a knee that doesn’t bend anymore, Henrik isn’t doesn’t work anymore. Doesn’t stop the drinking, though. He’s as likely to curse Serafina as offer her a meal when she visits, but at least the door opens.
3. Kolman (human bandit, 26) - Kolman led the Gilded Tears while Switch was there. He’s a vengeful sort, and since she’s left, she’s worried about him coming after her.
Three Quirks
1. Serafina firmly believes in Erastil, especially the family stuff, but the things she’s had to do to keep her family fed and a roof over their heads are not things Erastil would approve of.
2. She got the nickname Switch because she cried at night the first few nights she rode with her old group. They said she cried more than a child beaten with a switch, and the name stuck.
3. Switch’s conscience has a voice. Her mother’s voice is inside her head, and it speaks up when she’s not sure she’s doing the right thing. She’s gotten really good at ignoring her mother’s voice in the last two years.

Character Sheet:

”Switch”
Female Human Ranger (spell-less ranger) 1
N Medium Humanoid (human)
Initiative +6; Perception +5
--------------------
Defense
--------------------
AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor)
HP 11 (1d10+1)
Fort +3, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Battleaxe +3 (1d8+2/x3)
Ranged
Composite Longbow [+1 Strength] +5 (1d8+1/x3)
Special Attacks: Favored Enemy (humans), Precise Shot, Point-Blank Shot
--------------------
Statistics
--------------------
Str 14 Dex 18 Con 12 Int 10 Wis 13 Cha 10
BAB +1, CMB +3, CMD 17
Feats:
{1st} Point-Blank Shot: +1 to ranged attack/damage within 30 feet.
{Human} Precise Shot: No penalty for shooting into melee.
Traits:
Brigand (campaign): +100 starting GP, +1 to Bluff, Diplomacy, Intimidate, and Sense Motive vs. bandits and their ilk.
Unpredictable (social): +1 to Bluff, becomes class skill.
Skills (Format is name: total (explanation for total) (8 Total)
Acrobatics: 5 (1 rank, 4 ability, 3 CS, -3 ACP)
Bluff: 5 (1 rank, 3 CS, +1 trait)
Handle Animal (BG): 4 (1 rank, 3 CS)
Knowledge (geography, BG): 4 (1 rank, 3 CS)
Knowledge (nature): 4 (1 rank, 3 CS)
Perception: 5 (1 rank, 1 ability, 3 CS)
Ride: 6 (1 rank, 3 ability, 4 CS, +1 trait, -3 ACP)
Stealth: 5 (1 rank, 3 ability, 4 CS, -3 ACP)
Survival: 5 (1 rank, 1 ability, 3 CS)
Languages: Common
--------------------
Equipment
--------------------
Equipment (On Person): +1 Composite Longbow (200, 3), 40 Arrows (2, 6), Battleaxe (10, 6), Hide Armor (15, 25), Cold-Weather Outfit (8, 7)
Equipment (On ‘Lexis) ‘Lexis [Light Horse] (75, _), Riding Kit (bit and bridle, saddle, saddle blanket, saddlebags, 2 days’ feed] (16, 54), Ranger’s Kit [backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, 10 torches, 5 days’ rations, and waterskin] (9, 28)
[b]Encumbrance:
47 (58/116/175)
Finances: 65 GP
--------------------
Race/Class Features
--------------------
Human
Favored Class (ranger): +1 skill points/level
Bonus Feat: Free bonus feat at level 1
Ranger
Favored Enemy (humans): +2 to Bluff, Knowledge, Perception, Sense Motive, Survival, attack, and damage rolls against humans.
Track: +half ranger level to survival to follow/ID tracks.
Wild Empathy: Diplomacy for animals.
====================================================================