Ranger - Level 1

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Ranger (L evel 1)

A gruff, taciturn loner, Harsk is atypical for a dwarf in that he prefers plains Rapid Reload Harsk can reload his heavy crossbow as a move action.
and forests over dark tunnels in the mountains. Wild Empathy Harsk can improve the attitude of an animal using
wild empathy (like using Diplomacy works with people). His
HARSK bonus for this check is +0. He can try influencing a magical beast
Male dwarf ranger 1 with an Intelligence of 1 or 2, but takes a –4 penalty.
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6 Harsk is an uncommon dwarf. He enjoys the wide skies of the open
DEFENSE plains more than claustrophobic tunnels, prefers the taste of tea to
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +4 dodge vs. giants alcohol, and handles his battles at range rather than in melee. As a
hp 12 (1d10+2) young dwarf, he eschewed the company of his fellows, f inding that
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities few things made him happier than crouching in a tree stand with
OFFENSE his bow, listening to the wind through the forest leaves and waiting
Speed 20 ft. for prey to wander by.
Melee battleaxe +3 (1d8+2/×3) That all changed 20 years ago when his elder brother, a captain
Ranged heavy crossbow +4 (1d10/19–20) named Sigur, led a dwarven war band from Janderhoff against
Special Attacks +1 on attack rolls against goblinoid and orc a small party of raiding giants. Out of affection, Sigur offered
humanoids, favored enemy (giants +2) his less-experienced sibling the chance to come and prove
STATISTICS himself as chief scout and second-in-command. Calm and
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8 peaceful by nature, Harsk turned him down, failing to see
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip) the honor his brother was doing him until several days
Feats Rapid Reload (heavy crossbow) after the company had departed. Traveling light and fast,
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Harsk caught up with his brother quickly—but not quickly
Handle Animal +3, Heal +6, Knowledge (geography) +4, enough. Misjudging the size and skill of the raiding party,
Knowledge (nature) +4, Perception +6 (+8 to notice unusual Sigur had led his band into an ambush, where it was slaughtered
stonework), Stealth +6, Survival +6 (+7 to follow tracks); to the last dwarf.
Racial Modifiers +2 Appraise to assess nonmagical metals or With his brother’s blood still fresh on his hands, Harsk went
gemstones, +2 Perception to notice unusual stonework; Armor mad with rage. That night, he stalked through the giants’ camp
Check Penalty –1 like a vengeful wraith, slaughtering giant after giant with his
Traits killer, resilient* crossbow before melting back into the forest, only to reappear
Languages Common, Dwarven elsewhere and take another victim. When the last giant was left
SQ track +1*, wild empathy +0 gurgling in the dust, Harsk took up his brother’s axe and slipped
Other Gear studded leather, battleaxe, heavy crossbow with 30 bolts, off into the trees, vowing to forever be the voice of justice in
antitoxin, backpack, signal whistle, teapot, trail rations (4), 7 gp the wild places, to keep balance and prevent the sacrif ices of
* The effects of this ability are already calculated into Harsk’s statistics. noble warriors like his brother.
SPECIAL ABILITIES Harsk, like many of his kind, speaks little and has little time
Favored Enemy Against giants, Harsk gets a +2 bonus on weapon for niceties, but there ends most of his connection to dwarven
attack rolls and weapon damage rolls. He also gains a +2 bonus society. Since he was a child, he’s been inclined to keep his own
on Bluff, Knowledge, Perception, Sense Motive, and Survival company, and he prefers to spend his time outdoors, communing
skill checks against giants, and can make Knowledge skill checks with nature, though he occasionally travels alongside others
untrained when identifying giants. whose goals match his own. Uninterested in the beer and ale so
Killer When Harsk confirms a critical hit, he deals an additional strongly associated with dwarves in the minds of human society,
amount of damage equal to his weapon’s critical modifier (+3 Harsk instead drinks pot after pot of strong tea to keep his senses
with his battleaxe or +2 with his heavy crossbow). This additional sharp. While he never lets his brother’s axe out of his sight, he
damage is added to the final total and is not multiplied by the wields it only as a last resort, knowing his true skills lie in the “Gold’s fine, but give me a good hunt and a cup of
critical hit multiplier itself. hunt and striking from darkness. strong tea afterward, and I’m content.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy