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Elaab

CHARACTER NAME

Nathan
PLAYER NAME DEITY

None
REGION

Chaotic Neutral
ALIGNMENT

Ranger 4, Rogue 2
CLASS

Half-Elf
RACE

Medium / 5 ft.
SIZE / FACE

6' 1"
HEIGHT

185 lbs.
WEIGHT

Low-Light Vision
VISION POINTS

6/5
Character Level / CR
ABILITY NAME

23000 / 35000
EXP / NEXT LEVEL
ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE PENALTY

24
AGE

Male
GENDER
WOUNDS/CURRENT HP

Brown
EYES
SUBDUAL DAMAGE

Black
HAIR
DAMAGE REDUCTION

SPEED

STR
Strength Dexterity

15

+2

HP
hit points

48 20
TOTAL :

Walk 30 ft.

DEX 22 24 +7 CON 13 +1 INT 17 +3


Constitution Intelligence

AC
armor class

15
FLAT

15
TOUCH

10 + 5
BASE ARMOR BONUS

0
SHIELD BONUS

5
STAT

0
SIZE

0
NATURAL ARMOR

0
DEFLECTION

0
DODGE

0
MISC

15 +0
MISS ARCANE ARMOR CHANCE SPELL CHECK FAILURE PENALTY

0
SPELL RESIST

INITIATIVE
modifier

+9
TOTAL

+7
DEX MODIFIER

+2
MISC MODIFIER

TOTAL SKILLPOINTS: 58

SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER

MAX RANKS: 6/6


RANKS MISC MODIFIER

SKILL NAME
   

WIS
Wisdom Charisma

16

+3 +1
TOTAL
BASE SAVE ABILITY

BASE ATTACK
bonus

+5
TEMP Conditional Modifiers +2 vs. enchantment spells and effects

CHA 12
SAVING THROWS

MAGIC

MISC

EPIC

    

FORTITUDE
(constitution)

+5 +4
+7

+4 +1

+ + +

+1 +7 +3

+ + +

+0 +0 +0
+5 +5 +5

+ + +

+0 +0 +0

+ + +

+0 +0 +0
STAT

+ + +
SIZE MISC EPIC TEMP

REFLEX
(dexterity)

+14 = +7
=

WILL
(wisdom)

TOTAL

BASE ATTACK BONUS

MELEE
attack bonus

= = =
TRIP

+ + +
DISARM

+2 +7 +2

+ + +

+0 +0 +0

+ + +

+0 +0 +0

+ + +

+0 +0

+ +

  

RANGED
attack bonus

+12 +7
GRAPPLE

CMB
attack bonus

+
BULL RUSHOVERRUN

       

SUNDER

Offense Defense

+7

+7

+7

+7

+7 +7 24 24
REACH

24

24

24
HAND TYPE SIZE

24
CRITICAL

*Longbow +1 (Bane (Undead))


Range: 30 ft.
100 ft. 200 ft.

Both
300 ft.

To Hit: +15 +12 1d8+1


700 ft.

M 20/x3 Damage: 1d8+2


500 ft.

5 ft.

400 ft.

TH Dam TH Dam

+14 1d8+1
600 ft.

+10 1d8+1
800 ft.

+8 1d8+1
900 ft.

+6 1d8+1
1000 ft.

Acrobatics Appraise Bluff Climb Craft (Untrained) Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics(Orc) Perception Perception (Trapfinding) Perform (Untrained) Ride Sense Motive Sleight of Hand Stealth Survival Survival (Follow or identify tracks) Swim Use Magic Device

DEX INT CHA STR INT CHA DEX CHA DEX DEX CHA WIS CHA INT WIS WIS CHA DEX WIS DEX DEX WIS WIS STR CHA

19 7 10 9 3 7 13 5 13 7 10 3 1 7 12 13 1 12 13 16 16 3 5 9 5

= = = = = = = = = = = = = = = = = = = = = = = = =

7 3 1 2 3 1 7 1 7 7 1 3 1 3 3 3 1 7 3 7 7 3 3 2 1

+ + + + + + + + +

6 1 5 4 3 2 1 3 6

+ + + + + + + + +

6 3 4 3 3 4 3 3 3

+ + + + + + +

1 2 [2] 2 5 6 6

+ + + + + + + +

3 7 8 3 5 3 3 2 3 3

+ +

4 1

+ + + +

+4 1d8+1

+2 1d8+1

+0 1d8+1

-2 1d8+1

-4 1d8+1

Special Properties 10 hp/inch, hardness 7, +2 enhancement bonus and does +2d6 bonus damage against Undead

= + = + : can be used untrained. : exclusive skills. *: Skill Mastery.

Dagger
To Hit
1H-P 1H-O 2H 10 ft.

HAND

TYPE SIZE

CRITICAL

REACH

Camouflage
Uses per Day

Carried
Dam

PS

M
To Hit

19-20/x2

5 ft.
Dam

+7 +3 +7
20 ft.

1d4+2 1d4+1 1d4+2 +11 1d4+3

2W-P-(OH) 2W-P-(OL) 2W-OH 30 ft.

+1 +3 -1
40 ft.

1d4+2 1d4+2 1d4+1


50 ft.

Camouflage (Ex):Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage. [Paizo Inc. - Advanced Player's Guide, p.130]

TH Dam

+13 1d4+3

+9 1d4+3

+6 1d4+2

+4 1d4+2

*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR

TYPE

AC

MAXDEX

CHECK

SPELL FAILURE

*Studded Leather +2 (DEX +2)

Light

+5

+5

+0

15

Enhancement bonus to ability DEX|+2

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 1

EQUIPMENT
ITEM

Special Qualities
QTY 1 WT 1.5 COST 8,420 Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level. Animal Companion (Ex) [Paizo Inc. - Core Rulebook, p.24] [Paizo Inc. - Core Rulebook, p.51]

Longbow +1 (Bane (Undead))


0 lbs. 10 hp/inch, hardness 7, +2 enhancement bonus and does +2d6 bonus damage against Undead

LOCATION Equipped

Outfit (Explorer's) Studded Leather +2 (DEX +2)


Enhancement bonus to ability DEX|+2

Equipped Equipped Equipped

1 1 1

8 20 0

0 8,175 300

You form a close bond with an animal companion. Camouflage (Ex)

Potion of Cure Moderate Wounds


Cures 2d8+3 points of damage

Arrow
JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJ

Equipped

99

0.2 (14.8)

0 (5)

Dagger

Carried TOTAL WEIGHT CARRIED/VALUE

45.35 / 16,902 lbs. gp

WEIGHT ALLOWANCE
Light 66 Lift over head 200 Medium 133 Lift off ground 400 Heavy 200 Push / Drag 1000

LANGUAGES
Common, Daemon, Druidic, Dwarven, Elven, Orc

Traits
Fast-Talker [Paizo Inc. - Advanced Player's Guide, p.330] You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Reactionary [Paizo Inc. - Advanced Player's Guide, p.328] You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Special Attacks
Favored Enemy (Animal) (Ex) [Paizo Inc. - Core Rulebook, p.64] You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. Sneak Attack (Ex) [Paizo Inc. - Core Rulebook, p.68] If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

[Paizo Inc. - Advanced Player's Guide, p.130] Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage. Elf Blood (Ex) [Paizo Inc. - Core Rulebook, p.24] Half-elves count as both elves and humans for any effect related to race. Elven Immunities (Ex) [Paizo Inc. - Core Rulebook, p.24] Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Evasion (Ex) [Paizo Inc. - Core Rulebook] You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Favored Terrain (Forest) (Ex) [Paizo Inc. - Core Rulebook, p.65] You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked. Keen Senses (Ex) [Paizo Inc. - Core Rulebook, p.24] Half-elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) [Bestiary] You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Multitalented (Ex) [Paizo Inc. - Core Rulebook, p.24] Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Track (Ex) [Paizo Inc. - Core Rulebook, p.64] You gain +2 to Survival checks made to follow tracks. Trapfinding (Ex) [Paizo Inc. - Core Rulebook, p.68] You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Weapon and Armor Proficiency [Paizo Inc. - Core Rulebook] A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Weapon and Armor Proficiency [Paizo Inc. - Core Rulebook] Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. Wild Empathy (Ex) [Paizo Inc. - Core Rulebook, p.50/64] You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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 circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 2

Feats
Alertness [Paizo Inc. - Core Rulebook, p.117] You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Point-Blank Shot [Paizo Inc. - Core Rulebook, p.131] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Skill Focus (Acrobatics) [Paizo Inc. - Core Rulebook, p.134] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Weapon Focus (Longbow) [Paizo Inc. - Core Rulebook, p.136] You gain a +1 bonus on all attack rolls you make using the selected weapon. Armor Proficiency, Light [Paizo Inc. - Core Rulebook, p.118] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Endurance [Paizo Inc. - Core Rulebook, p.112] You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; 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. You may sleep in light or medium armor without becoming fatigued. Rapid Shot (Granted) [Paizo Inc. - Core Rulebook, p.132] When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.

PROFICIENCIES
Amentum, Amentum (Javelin), Atlatl, Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, Waraxe (Dwarven), Warhammer, Wushu Dart

TEMPLATES

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 3

Ranger Spells
LEVEL PER DAY Concentration 0 +4 1 1 2 3 4

LEVEL 1
Name Save Information

JJJJJ Abundant Ammunition


School: Conjuration (Summoning) Effect: Replaces nonmagical ammunition every round. SR: No DC: 14, Will negates (harmless)

Time 1 standard action

Duration 1 minutes

Range

Target: one container touched 1 standard action 1 minutes Touch

Comp. Source V, S, M/DF (a single UC: p.222 piece of ammunition) Caster Level:1 Concentration:+4 S, M/DF (a small UC: p.222 bladder filled with air) Caster Level:1 Concentration:+4 V, S, F/DF Caster Level:1 CR: p.240 Concentration:+4 CR: p.241 Concentration:+4 APG: p.202 Concentration:+4 UM: p.206 Concentration:+4 APG: p.203 Concentration:+4 ARG: p.29

JJJJJ Air Bubble JJJJJ Alarm


School: Abjuration Effect: Alarm creates a subtle ward on an area you select.

School: Conjuration (Creation) SR: Yes (harmless) Effect: Creates a small pocket of air around your head or an object. SR: No DC: 14, None; see text

Target: one creature or one object no larger than a Large twohanded weapon 1 standard action 2 hours [D] Close (25 ft.)

Target: 20-ft.-radius emanation centered on a point in space 1 minute 1 day/level Close (25 ft.)

JJJJJ Animal Messenger JJJJJ

V, S, M Caster Level:1

School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Effect: You compel a Tiny animal to go to a spot you designate. DC: 14, Fortitude negates (harmless) Ant Haul School: Transmutation Effect: Triples carrying capacity of a creature. SR: Yes (harmless) DC: 14, Will negates SR: Yes

Target: One Tiny animal 1 standard action 2 hours Touch

Target: creature touched 1 standard action 1 minutes or until activated Touch

V, S, M/DF (a small pulley) Caster Level:1 V, S Caster Level:1

JJJJJ Anticipate Peril


School: Divination Effect: Target gains a +1 bonus on one initiative check.

Target: Creature touched 1 standard action Target: You 1 standard action 10 minutes Personal 1 minutes Personal

JJJJJ Aspect of the Falcon


School: Transmutation (Polymorph) SR: Effect: Gives bonuses on Perception checks and ranged attacks.

V, S, DF Caster Level:1 S

JJJJJ Blend

School: Illusion (Glamer) SR: No Target: You Caster Level:1 Concentration:+4 Effect: You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends [as invisibility]. DC: 14, Will negates (harmless, object) 1 swift action 1 rounds [D] Personal V UC: p.224 Bowstaff

JJJJJ

School: Transmutation SR: Yes (harmless, object) Effect: A shortbow may double as a club, or a longbow as a quarterstaff.

Target: one weapon [bow] 1 standard action 1 hours [D] see description

Caster Level:1 V, S, DF Caster Level:1 Close (25 ft.) V, S Caster Level:1 Close (25 ft.) V, S Caster Level:1

Concentration:+4 APG: p.209 Concentration:+4 CR: p.252 Concentration:+4 CR: p.254 Concentration:+4

JJJJJ Call Animal


School: Enchantment (Compulsion) [Mind-Affecting] Effect: Makes an animal come to you. SR: None DC: 14, Will negates

Target: one animal whose CR is equal or less than 1 1 standard action 1 minutes

JJJJJ Calm Animals JJJJJ JJJJJ

School: Enchantment (Compulsion) [Mind-Affecting, Emotion] SR: Yes Effect: This spell soothes and quiets animals, rendering them docile and harmless. DC: 14, Will negates Charm Animal School: Enchantment (Charm) [Mind-Affecting] SR: Yes Effect: This spell functions like charm person, except that it affects a creature of the animal type. DC: 14, Will negates (harmless) Cloak of Shade School: Abjuration Effect: Reduces effects of sun exposure and heat. SR: Yes (harmless) DC: 14, see text

Target: Animals within 30 ft. of each other 1 standard action Target: One animal 1 standard action 1 hours [D] Touch 1 hours

Target: one creature per level 1 standard action Target: You 1 standard action 1 hours [D] Touch 1 rounds Personal

V, S, M (a leaf from a APG: p.211 shade tree) Caster Level:1 Concentration:+4 V, S, M (a drop of your UC: null blood) Caster Level:1 Concentration:+4 V, S, F (a lantern) Caster Level:1 APG: p.214 Concentration:+4 UC: p.227 Concentration:+4 CR: p.265 Concentration:+4 APG: p.215 Concentration:+4 CR: p.266 Concentration:+4 CR: p.268 Concentration:+4 CR: p.268 Concentration:+4 UM: p.216 Concentration:+4 CR: p.277 Concentration:+4 CR: p.278 Concentration:+4 APG: p.221 Concentration:+4 APG: p.225 Concentration:+4 APG: p.226 Concentration:+4 CR: p.296 Concentration:+4

JJJJJ Compel Hostility JJJJJ Dancing Lantern


School: Transmutation, FireSchool [Fire, Light] Effect: Animates a lantern that follows you.

School: Enchantment (Compulsion) [Mind-Affecting] SR: see text Effect: Compels opponents to attack you instead of your allies. SR: No

Target: Animates one lantern 1 round Target: You 1 standard action 1 hours Touch 1 hours Personal

JJJJJ Deadeye's Lore


School: Divination SR: Effect: Gain a +4 bonus on Survival and move full speed while tracking. DC: 14, Fortitude negates (harmless) Delay Poison

V, S Caster Level:1 V, S, DF Caster Level:1

JJJJJ

School: Conjuration (Healing) SR: Yes (harmless) Effect: The subject becomes temporarily immune to poison.

Target: Creature touched 1 standard action concentration, up to 10 minutes [D] Long (440 ft.)

JJJJJ Detect Aberration


School: Divination Effect: Reveals presence of aberrations. SR: No

V, S Caster Level:1

Target: cone-shaped emanation 1 standard action Concentration, up to 10 minutes [D] Long (440 ft.)

JJJJJ Detect Animals or Plants JJJJJ

V, S Caster Level:1

School: Divination SR: No Target: Cone-shaped emanation Effect: You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. 1 standard action Instantaneous Detect Poison School: Divination SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube 1 standard action Concentration, up to 10 minutes [D]

Close (25 ft.)

V, S Caster Level:1

JJJJJ Detect Snares and Pits JJJJJ

60 ft.

V, S Caster Level:1

School: Divination SR: No Target: Cone-shaped emanation Effect: You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. 1 standard action Instantaneous Diagnose Disease School: Divination Effect: Detect and identify diseases. SR: No DC: 14, Will negates (harmless) Target: One creature, one object, or a 5-ft. cube 1 standard action 24 hours

Close (25 ft.)

V, S Caster Level:1

JJJJJ Endure Elements JJJJJ JJJJJ

Touch

V, S Caster Level:1

School: Abjuration SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. DC: 14, Reflex partial; see text Entangle

Target: Creature touched 1 standard action 1 minutes [D] Long (440 ft.)

V, S, DF Caster Level:1

School: Transmutation [WoodSchool] SR: No Target: Plants in a 40-ft.-radius spread Effect: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. DC: 14, Fortitude negates (harmless) 1 standard action 10 minutes Feather Step School: Transmutation Effect: Ignore movement penalty in difficult terrain. SR: Yes Target: one creature 1 standard action Target: You 1 standard action Target: You 1 standard action 10 minutes [D] 1 minutes [D] until landing or 1 minutes [D]

Close (25 ft.)

V, S Caster Level:1

JJJJJ Glide
School: Transmutation, AirSchool SR: Effect: You take no falling damage, move 60 ft./round while falling.

Personal

V, S, M/DF (a leaf ) Caster Level:1

JJJJJ Gravity Bow


School: Transmutation [MetalSchool] SR: Effect: Arrows do damage as though one size category bigger. DC: 14, Will negates (harmless) Hide from Animals

Personal

V, S Caster Level:1

JJJJJ

Touch

S, DF Caster Level:1

School: Abjuration Effect: Animals cannot sense the warded creatures.

SR: Yes

Target: 1 creatures touched * =Domain/Speciality Spell

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 4

Ranger Spells
JJJJJ Horn of Pursuit
School: Evocation [Sonic] Effect: Create three notes heard miles away. SR: No DC: 14, Will negates Spell Resistance none SR: DC: 14, Will negates (harmless) 1 standard action 1 round Personal S Caster Level:1 20 ft. V, S Caster Level:1 Touch V, S, M Caster Level:1 Touch V, M/DF (a hawk's feather) Caster Level:1 V, S, DF Caster Level:1 1 minutes [D] Personal V, S Caster Level:1 instantaneous Close (25 ft.) V Caster Level:1 1 minutes Personal UM: p.223 Concentration:+4 APG: p.228 Concentration:+4 CR: p.303 Concentration:+4 APG: p.230 Concentration:+4 UM: p.226 Concentration:+4 APG: p.230 Concentration:+4 UC: p.233 Concentration:+4 Target: 3 peals of a horn 1 standard action 1 rounds

JJJJJ Hunter's Howl


School: Necromancy [Fear, Mind-Affecting, Emotion] Effect: Treat enemies as favored for 1 rounds.

Target: 20-ft.-radius burst 1 standard action 1 minutes [D]

JJJJJ Jump JJJJJ

School: Transmutation SR: Yes Target: Creature touched Effect: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. DC: 14, Will negates (harmless) 1 standard action 1 minutes [D] Keen Senses School: Transmutation Effect: Subject gains +2 Perception, low-light vision. SR: Yes (harmless) Target: creature touched 1 minute SR: No Target: You 1 standard action SR: DC: 14, Will negates (harmless) Target: touch 1 immediate action Target: one creature 1 standard action Target: You 1 standard action Target: You 1 standard action 1 minutes 1 hours [D] Instantaneous

JJJJJ Know the Enemy


School: Divination Effect: Gain +10 on a monster Knowledge check.

Personal

JJJJJ Lead Blades


School: Transmutation Effect: Melee weapons damage as if one size bigger.

JJJJJ Liberating Command JJJJJ Longshot

School: Transmutation SR: Yes (harmless) Effect: Target makes an Escape Artist check as an immediate action and gains a bonus on it.

School: Transmutation SR: Effect: Grants a +10 foot bonus to the range increment for any ranged weapon fired.

V, S, M/DF (a piece of UC: p.236 fletching) Caster Level:1 Concentration:+4 V, S, M Caster Level:1 CR: p.305 Concentration:+4 CR: p.308 Concentration:+4

JJJJJ Longstrider
School: Transmutation SR: Effect: This spell gives you a +10 foot enhancement bonus to your base speed. DC: 14, Will negates (harmless) Magic Fang

Personal

JJJJJ JJJJJ

Touch

V, S, DF Caster Level:1

School: Transmutation SR: Yes (harmless) Target: Living creature touched Effect: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. DC: 14, Fortitude negates 1 standard action 1 hours [D] Negate Aroma School: Transmutation Effect: Subject cannot be tracked by scent. SR: Yes DC: 14, Will negates (harmless) Target: 1 creatures or objects touched 1 standard action 1 hours [D]

Close (25 ft.)

V, S, M/DF (a pinch of APG: p.234 alum) Caster Level:1 Concentration:+4 V, S, DF Caster Level:1 CR: p.318 Concentration:+4 CR: p.330 Concentration:+4 APG: p.238 Concentration:+4 CR: p.334 Concentration:+4

JJJJJ Pass without Trace JJJJJ Read Magic JJJJJ

Touch

School: Transmutation SR: Yes (harmless) Effect: The subject or subjects of this spell do not leave footprints or a scent trail while moving.

Target: 1 creatures touched 1 standard action 10 minutes Personal

V, S, F Caster Level:1

School: Divination SR: Target: You Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. 1 minute Instantaneous Residual Tracking School: Divination Effect: Tell creature's appearance by footprint. SR: No DC: 14, Fortitude negates (harmless) Target: footprint touched 1 standard action 10 minutes

Touch

V, S, M (a bit of plaster) Caster Level:1 V, S, DF Caster Level:1

JJJJJ Resist Energy

Touch

School: Abjuration, AirSchool, EarthSchool, FireSchool, SR: Yes (harmless) Target: Creature touched WaterSchool Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. DC: 14, Will negates (harmless, object) 1 standard action 1 minutes Returning Weapon

JJJJJ

Close (25 ft.)

V, S Caster Level:1

UC: p.242 Concentration:+4 CR: p.346 Concentration:+4 UM: p.241 Concentration:+4 CR: p.354 Concentration:+4 UC: p.245 Concentration:+4

School: Conjuration (Teleportation) SR: Yes (harmless, object) Effect: Grants a weapon the returning special weapon quality.

Target: one weapon that can be thrown 1 standard action 1 minutes Personal

JJJJJ Speak with Animals JJJJJ

V, S Caster Level:1

School: Divination SR: Target: You Effect: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. 1 round 1 rounds [D] Summon Minor Ally School: Conjuration (Summoning) Effect: Summon 1d3 Tiny animals. SR: No Target: 1d3 summoned creatures 1 round 1 rounds [D]

Close (25 ft.)

V, S, DF Caster Level:1

JJJJJ Summon Nature's Ally I JJJJJ

Close (25 ft.)

V, S, DF Caster Level:1

School: Conjuration (Summoning) SR: No Target: One summoned creature Effect: This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. DC: 14, Fortitude negates (object) 1 standard action 1 rounds [see text] Sun Metal School: Transmutation [Fire] Effect: Weapon touched bursts into flames. SR: Yes (object) Target: one melee weapon 1 standard action SR: Target: You 1 standard action 1 minutes 1 hours [D]

Touch

V, S Caster Level:1

JJJJJ Tireless Pursuit


School: Transmutation Effect: Ignore fatigue while hustling.

Personal

V, S, M (a hard biscuit)APG: p.249 Caster Level:1 Concentration:+4 ARG: p.49

JJJJJ Urban Grace

Personal

V, S

School: Transmutation SR: No Target: You Caster Level:1 Concentration:+4 Effect: You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance traveled. 1 minute 1 hours Close (25 ft.) V, S, M UM: p.248 Wartrain Mount

JJJJJ

School: Enchantment (Compulsion) [Mind-Affecting] Effect: Animal gains combat training.

SR: Yes

Target: One indifferent or friendly animal 1 full-round action 10 minutes Personal

Caster Level:1 V, S

Concentration:+4 ARG: p.29

JJJJJ Whispering Lore

School: Divination SR: No Target: You Caster Level:1 Concentration:+4 Effect: Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge [nature] checks. If you are within an underground environment, you gain the bonus on Knowledge [dungeoneering] checks. If you are within an urban environment, you gain the bonus on Knowledge [local] checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge [planes] checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the new bonus. * =Domain/Speciality Spell

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 5

Elaab
Half-Elf
RACE

24
AGE

Male
GENDER

Low-Light Vision
VISION

Chaotic Neutral
ALIGNMENT

Right
DOMINANT HAND

6' 1"
HEIGHT

185 lbs.
WEIGHT

Brown
EYE COLOUR

Tan
SKIN COLOUR

Black,
HAIR PHOBIAS

,
PERSONALITY TRAITS INTERESTS

,
SPOKEN STYLE / CATCH PHRASE RESIDENCE LOCATION

None
REGION

Description: Biography:

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 6

Notes:
Character Sheet Notes:

Character: Elaab Player: Nathan

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen6.02.1 on Apr 6, 2014 at 3:58:24 PM

Level:6 (CR:5) Page 7

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