Difference between revisions of "Ranger/1st"
Line 6: | Line 6: | ||
|Ref=+2 | |Ref=+2 | ||
|Will=+0 | |Will=+0 | ||
|Abilities={{ArchetypeSection|Title=Combat Training|Rules= | |Abilities={{ArchetypeSection|Title=Combat Training|Rules={{OptionalBox|If this is your first level in a class that grants combat training get the following benefits: | ||
|Example='''Quickbuilds'''<br>''Stalker:'' Focuses on the Sniper style with an array of other abilities to support melee combat.}} | |||
First you get Wisdom as your practitioner modifier. | |||
In addition gain the {{link_feat|Scout}} and the {{link_feat|Sniper}} feats as bonus feats, and you may pick either an {{link_feat|Equipment}} feat or a {{link_feat|Scout Style}} feat. (3 feats total)}} | |||
|Example='''Quickbuilds'''<br>''Stalker:'' Focuses on the Sniper style with an array of other abilities to support melee combat. | |||
{{OptionalBox|Gain the {{link_feat|Scout}} and the {{link_feat|Sniper}} feats, and pick the {{link_feat|Blades Training}} Equipment feat.}}}} | |||
{{ArchetypeSection|Title=Eagle Eye|Rules=You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.}} | {{ArchetypeSection|Title=Eagle Eye|Rules=You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.}} | ||
{{ArchetypeSection|Title=Track|Rules=You add half your ranger level (minimum 1) to Survival skill checks made to follow tracks.}} | {{ArchetypeSection|Title=Track|Rules=You add half your ranger level (minimum 1) to Survival skill checks made to follow tracks.}} | ||
{{ArchetypeSection|Title=Wild Empathy|Rules=You can improve the initial attitude of an animal. This ability functions just like a [[Diplomacy]] check to improve the attitude of a person. You roll 1d20 and add your ranger level and your 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. | {{ArchetypeSection|Title=Wild Empathy|Rules=You can improve the initial attitude of an animal. This ability functions just like a [[Diplomacy]] check to improve the attitude of a person. You roll 1d20 and add your ranger level and your 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, | To use wild empathy, you 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. | ||
You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but take a –4 penalty on the check.}} | You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but take a –4 penalty on the check.}} | ||
{{ArchetypeSection|Title= | {{ArchetypeSection|Title=Feats|Rules=The ranger archetype grants no feats on level 1, besides those mentioned in ''Combat Training''. | ||
|Example={{OptionalBox|However, if this is your first character level you gain a bonus feat of any type. Use it to pick the {{link_feat|Dodge}} feat.}}}} | |||
{{ArchetypeSection|Title=Equipment|Rules='''Starting Gold:''' 175 gold pieces | {{ArchetypeSection|Title=Equipment|Rules='''Starting Gold:''' 175 gold pieces |
Revision as of 08:31, 26 August 2021
1st Level[edit]
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
---|---|---|---|
+1 | +2 | +2 | +0 |
Combat Training
If this is your first level in a class that grants combat training get the following benefits:
First you get Wisdom as your practitioner modifier.
In addition gain the Scout and the Sniper feats as bonus feats, and you may pick either an Equipment feat or a Scout Style feat. (3 feats total)
Quickbuilds
Stalker: Focuses on the Sniper style with an array of other abilities to support melee combat.
Gain the Scout and the Sniper feats, and pick the Blades Training Equipment feat.
Eagle Eye
You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Track
You add half your ranger level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy
You can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. You roll 1d20 and add your ranger level and your 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, you 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.
You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but take a –4 penalty on the check.
Feats
The ranger archetype grants no feats on level 1, besides those mentioned in Combat Training.
However, if this is your first character level you gain a bonus feat of any type. Use it to pick the Dodge feat.
Equipment
Starting Gold: 175 gold pieces
Gear Packages:
- morning star, longbow w. 20 arrows, studded leather armor and 62 gold pieces, or
- morning star, buckler, shortbow w. 20 arrows, leather lamellar armor and 67 gold pieces, or
- morning star, buckler, 5 heavy crossbow w. 20 bolts, chain shirt and 6 gold pieces or
and a traveler's outfit, a backpack, a belt pouch, and a whetstone.
Use 6 gold pieces if you wish to purchase a trail package.
Use 15 gold pieces if you wish to purchase a dungeoneering package.
Use 7 gold pieces and 5 silver pieces if you wish to purchase a wilderness survival package.
If you have the proficiency, you could:
Use 7 gold pieces to replace your morningstar with a longsword or a curved sword.