Editing
Amadre
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Feats & Special Abilities== <table width=680 cellpadding=1 cellspacing=1 border=0> <tr> <td width=160 bgcolor="#DDDDDD" valign=top><font class="entryheader">Feat / Ability</font></td> <td bgcolor="#DDDDDD" valign=top><font class="entryheader">Description/Notes</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Fighting Style: Two Weapons</font></td> <td valign=top><font class="entryheader">Bonus Ranger Feat: Only applicable when wearing light or no armour. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Languages</font></td> <td valign=top><font class="entryheader">Common</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Endurance</font></td> <td valign=top><font class="entryheader">Bonus Ranger Feat: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Stealthy</font></td> <td valign=top><font class="entryheader">+2 to all Hide and Move Silently checks</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Weapon Focus: Longsword</font></td> <td valign=top><font class="entryheader">You gain a +1 bonus on all attack rolls you make using the selected weapon.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Favoured Enemy: Humanoid (Human)</font></td> <td valign=top><font class="entryheader">At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. </font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Skill Focus: Gather Info</font></td> <td valign=top><font class="entryheader">You get a +3 bonus on all checks involving this skill.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Urban Ranger Variant</font></td> <td valign=top><font class="entryheader">[http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRanger Urban Ranger Variant]</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Urban Tracking</font></td> <td valign=top><font class="entryheader">You can track down the location of missing persons or wanted individuals within communities. <br> Benefit<br> To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. <br> The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions: <br> If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require. </font></td> </tr> </table> <br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information