Difference between revisions of "Ranger/1st"

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(Created page with "{{ArchetypeLevel |Archetype=Ranger |Level=1st |BAB=+1 |Fort=+2 |Ref=+2 |Will=+0 |Abilities={{ArchetypeSection|Title=Combat Training|Rules=You get Wisdom as your practitioner m...")
 
 
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|Ref=+2
|Ref=+2
|Will=+0
|Will=+0
|Abilities={{ArchetypeSection|Title=Combat Training|Rules=You get Wisdom as your practitioner modifier.
|Abilities={{ArchetypeSection|Title=Combat Training|Rules=Gain the ability to perform the [[Attack of Opportunity]] reaction.
|Example='''Quickbuilds'''<br>''Stalker:'' Focuses on the Sniper style with an array of other abilities to support melee combat.}}
 
{{ArchetypeSection|Title=Track|Rules=You add half your ranger level (minimum 1) to Survival skill checks made to follow tracks.}}
{{OptionalBox|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 {{link_feat|Scout}}, {{link_feat|Sniper}} and {{link_feat|Far Shot}} feats as bonus feats, and you may pick either an {{link_feat|Equipment}} feat or a {{link_feat|Scout Style}} feat. (4 feats total)
 
Finally you get the Ranger weapon and armor proficiencies listed in the header.}}
|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}}, {{link_feat|Sniper}} and {{link_feat|Far Shot}} feats, and pick the {{link_feat|Blades Training}} Equipment feat.
 
Blades Training grants proficiency in the {{link_item|curved dagger|ul}}, {{link_item|dagger|ul}}, {{link_item|dueling dagger|ul}}, {{link_item|greatsword|ul}}, {{link_item|kriegsmesser|ul}}, {{link_item|longsword|ul}}, {{link_item|messer|ul}} and {{link_item|shortsword|ul}}}}}}
{{ArchetypeSection|Title=Tracker|Rules=You gain the {{link_feat|Tracker}} and {{link_feat|Track The Scene}} feats.}}
{{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, yiu 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.
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=1st Level Feats|Rules=If this is your first character level, You gain the {{link_feat|Scout}} and the {{link_feat|Sniper}} feats as bonus feats.  
{{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.}}}}
In addition you may pick either an {{link_feat|Equipment}} feat or a {{link_feat|Scout Style}} feat, and gain one bonus feat of your own choice (4 feats total).
|Example=''Stalker:''
 
Gain the {{link_feat|Scout}} and the {{link_feat|Sniper}} feats, and pick the {{link_feat|Blades Training}} Equipment feat and the {{link_feat|Far Shot}} feat.}}


{{ArchetypeSection|Title=Equipment|Rules='''Starting Gold:''' 175 gold pieces  
{{ArchetypeSection|Title=Equipment|Rules='''Starting Gold:''' 175 gold pieces  
|Example='''Gear Packages:'''  
|Example='''Gear Packages:'''  
* {{link_item|morning star|ul}}, {{link_item|longbow|ul}} w. 20 arrows, {{link_item|studded leather armor|ul}} and 62 gold pieces, or
* {{link_item|morningstar|ul}}, {{link_item|longbow|ul}} w. 20 arrows, {{link_item|studded leather armor|ul}} and 62 gold pieces, or
* {{link_item|morning star|ul}}, {{link_item|buckler|ul}}, {{link_item|shortbow|ul}} w. 20 arrows, {{link_item|leather lamellar armor|ul}} and 67 gold pieces, or
* {{link_item|morningstar|ul}}, {{link_item|buckler|ul}}, {{link_item|shortbow|ul}} w. 20 arrows, {{link_item|leather lamellar armor|ul}} and 67 gold pieces, or
* {{link_item|morning star|ul}}, {{link_item|buckler|ul}}, 5 {{link_item|heavy crossbow|ul}} w. 20 bolts, {{link_item|chain shirt|ul}} and 6 gold pieces or
* {{link_item|morningstar|ul}}, {{link_item|buckler|ul}}, 5 {{link_item|heavy crossbow|ul}} w. 20 bolts, {{link_item|chain shirt|ul}} and 6 gold pieces or
and a {{link_item|Traveler's Outfit|lc}}, a {{link_item|backpack|ul}}, a {{link_item|belt pouch|ul}}, and a {{link_item|whetstone|ul}}.
and a {{link_item|Traveler's Outfit|lc}}, a {{link_item|backpack|ul}}, a {{link_item|belt pouch|ul}}, and a {{link_item|whetstone|ul}}.


Use 6 gold pieces if you wish to purchase a {{link_item|trail package|ul}}.
Use 6 gold pieces if you wish to purchase a {{link_item|trail package|ul}}.


Use 15 gold pieces if you wish to purchase a {{link_item|dungeoneering package|ul}}.
Use 15 gold pieces if you wish to purchase a [[Equipment/Basic Dungeoneering Package|dungeoneering package]].


Use 7 gold pieces and 5 silver pieces if you wish to purchase a {{link_item|wilderness survival package|ul}}.
Use 7 gold pieces and 5 silver pieces if you wish to purchase a {{link_item|wilderness survival package|ul}}.
Line 37: Line 45:
If you have the proficiency, you could:
If you have the proficiency, you could:


Use 7 gold pieces to replace your morningstar with a {{link_item|longsword|ul}}.
Use 7 gold pieces to replace your morningstar with a {{link_item|longsword|ul}} or a {{link_item|messer|ul}}.
 
}}
Use 12 gold pieces to replace your morningstar with a {{link_item|dueling sword|ul}}.
 
Use 27 gold pieces to replace your morningstar with a {{link_item|bastard sword|ul}}.
}}
}}

Latest revision as of 02:42, 30 January 2022

1st Level[edit]

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
+1 +2 +2 +0

Combat Training

Gain the ability to perform the Attack of Opportunity reaction.

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, Sniper and Far Shot feats as bonus feats, and you may pick either an Equipment feat or a Scout Style feat. (4 feats total)

Finally you get the Ranger weapon and armor proficiencies listed in the header.

Quickbuilds
Stalker: Focuses on the Sniper style with an array of other abilities to support melee combat.

Gain the Scout, Sniper and Far Shot feats, and pick the Blades Training Equipment feat.

Blades Training grants proficiency in the curved dagger, dagger, dueling dagger, greatsword, kriegsmesser, longsword, messer and shortsword

Tracker

You gain the Tracker and Track The Scene feats.

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:

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 messer.