Difference between revisions of "Ranger/1st"

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Blades Training grants proficiency in the {{link_item|dagger|ul}}, {{link_item|dueling dagger|ul}}, {{link_item|greatsword|ul}}, {{link_item|kriegsmesser|ul}}, {{link_item|kukri|ul}}, {{link_item|longsword|ul}}, {{link_item|messer|ul}} and {{link_item|shortsword|ul}}}}}}
Blades Training grants proficiency in the {{link_item|dagger|ul}}, {{link_item|dueling dagger|ul}}, {{link_item|greatsword|ul}}, {{link_item|kriegsmesser|ul}}, {{link_item|kukri|ul}}, {{link_item|longsword|ul}}, {{link_item|messer|ul}} and {{link_item|shortsword|ul}}}}}}
{{ArchetypeSection|Title=Track|Rules=You add half your ranger level (minimum 1) to Survival skill checks made to follow tracks.}}
{{ArchetypeSection|Title=Tracker|Rules=You gain the {{link_feat|Trained 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.



Revision as of 17:27, 29 August 2021

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 dagger, dueling dagger, greatsword, kriegsmesser, kukri, longsword, messer and shortsword

Tracker

You gain the Trained 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.