I'm planning on attending a dungeon-crawling campaign on campus that requires a relatively high level for starting (9 or 10), so i wanted to make a lvl 9 DWARF ranger - below are stats i pulled on a generator - wondering if i was missing something. ...
other than powers. thought this bugger HAD powers in this edition...
Male Dwarf Ranger 9
Neutral Good
Representing Felix Jude Virgo
Strength 15 (+2)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 10 (+0)
Size: Medium
Height: 4' 1"
Weight: 180 lb
Skin: Tan
Eyes: Green
Hair: White; Straight; Light Beard
Total Hit Points: 72
Speed: 20 feet
Armor Class: 16 = 10 +3 [studded] +3 [dexterity]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (handheld): +11/+6 = 9 [base] +2 [strength]
Attack (unarmed): +11/+6 = 9 [base] +2 [strength]
Attack (missile): +12/+7 = 9 [base] +3 [dexterity]
Grapple check: +11/+6 = 9 [base] +2 [strength]
Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.
Languages: Common Dwarven Elven Terran
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Dodge
Endurance [free to rangers]
Investigator
Lightning Reflexes
Point Blank Shot
Rapid Shot [ranger archery track]
Many Shot [ranger archery track]
Track [free to rangers]
Traits:
/Skill Name/ /Key Ability/ /Skill Modifier/ /Ability Modifier/ /Ranks/ /Misc. Modifier/
Appraise Int 1 = +1
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 6 = +2 +4
Concentration Con 7 = +3 +4
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 0 = +0
Disable Device Int 3 = +1 +2
Disguise Cha 0 = +0
Escape Artist Dex^* 3 = +3
Forgery Int 1 = +1
Gather Information Cha 2 = +0 +2 [investigator]
Heal Wis 8 = +2 +6
Hide Dex^* 9 = +3 +6
Intimidate Cha 0 = +0
Jump Str^* 0 = +2 +4 -6 [speed 20]
Knowledge (dungeoneering) Int 5 = +1 +4
Knowledge (nature) Int 9 = +1 +6 +2 [survival]
Listen Wis 8 = +2 +6
Move Silently Dex^* 9 = +3 +6
Open Lock Dex 6 = +3 +3
Perform_1 Cha 0 = +0
Perform_2 Cha 0 = +0
Perform_3 Cha 0 = +0
Perform_4 Cha 0 = +0
Perform_5 Cha 0 = +0
Ride Dex 3 = +3
Search Int 9 = +1 +6 +2 [investigator]
Sense Motive Wis 5 = +2 +3
Spot Wis 6 = +2 +4
Survival Wis 8 = +2 +6
Swim Str** 6 = +2 +4
Use Rope Dex 3 = +3
* = check penalty for wearing armor
This character also has 1 ranks in Speak Languages.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.
First-level Ranger spells: 2 (1+1) per day
Second-level Ranger spells: 1 (0+1) per day
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on
ground
* +2 racial bonus on appraise checks if stone/metal
Ranger:
* Favored enemies
* Track as bonus feat (already included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)
* Endurance (level 3)
* Animal Companion (level 4)
* Woodland Stride (level 7)
* Swift Tracker (level cool
* Evasion (level 9)
* Camouflage (level 13)
* Hide in Plain Sight (level 17)
* High wisdom gains bonus spells daily
Favored Enemies:
* Aberrations +2
* Constructs +4
This ranger chose the archery track.
/Class/ /HP rolled/
Level 1: Ranger 8
Level 2: Ranger 7
Level 3: Ranger 1
Level 4: Ranger 7 +1 to strength
Level 5: Ranger 6
Level 6: Ranger 5
Level 7: Ranger 3
Level 8: Ranger 4 +1 to charisma
Level 9: Ranger 4
My dwarf ranger's Equipment:
20 lb
12 lb
2 lb
5 lb
1 lb
4 lb
1 lb
3 lb
8 lb
1 lb
2 lb
1 lb
_____
60 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x4
Backpack
Bedroll
Flint and steel
Mirror
Rations (1 day) x4
Sacks x1
Torches x3
Waterskins x2
Healer kit
Spell component pouch
Thieves' tools
Total
Animal Companion: Wolf
* Medium-Size Animal
* Hit dice 4d8+8 (26 hit points)
* Initiative +3 (Dex)
* Speed 50 feet
* AC: 17 ( +3 Dex +4 natural)
* Attacks: Bite +6 melee (Weapon Finesse);
* Damage 1d6+3 (bite);
* Special Qualities: Scent
* Saves: Fort +6; Ref +7; Will +2
* Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
* Skills: Hide +4; Listen +6; Move Silently +5; Spot +4; Survival +1;
* The animal is entitled to distribute an additional 2 skill points.
* Feats: Weapon Finesse (Bite)
* Link, share spells
* Evasion
* Bonus tricks: 2
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