navyik wrote:Click-clock (in progress)
Ra 2/ Ro 1
martialist
Pygmie
Neutral
attribute score modifier
Str -2 16 3
Con 12 1
Dex +2 20 5
Int +2 10 0
Wis +2 16 3
Cha -2 6 -2
save Total ½ lev Attr. Other
Fort 16 1 3 2
Ref 20 1 5 2/2
Wil 14 1 3
Wound: 5
Vitality: 16
DR: ()
Intitiative: 5 Speed 20
wpn att Dmg rang Spec.
Spear
Dart
Trip
Treasure:
SKILLS:
skill total Abil mod Other
acrobatics 10 5 5
Appraise 0 0
Arcane 0 0
Athletics 11 3 5/3
Bluff -2 -2
Craft 0 0
Diplomacy -2 -2
Disguise -2 -2
Dungeoneer 0 0
Endurance 1 1
Hand anim. 8 3 5
Heal 6 3 3
History 0 0
Insight 3 3
Intimidate 3 3
Literacy 0 0
Mechanics 8 5 3
Music -2 -2
Nature 5 0 5
Perception 13 3 5/5
Pilot 5 5
Religion 3 3
Stealth 10 5 5
Streetwise -2 -2
Survival 13 3 5/5
Trick 5 5
warcraft 0 0
Core Abilities
Rangers start with the following abilities at 1st level.
Favored Enemy: GIANTSSelect 1 type of creature such as dragon or magical beast. If you select the person type, select a specific race such as elf or goblin. You enjoy a +2 bonus on Bluff, Insight, Perception, and Survival checks when using these skills against creatures of the selected type or race. Likewise, you enjoy a +2 bonus on weapon attack and damage rolls against such creatures.
Point Blank Shot: Apply a +1 bonus on attack rolls and
+2 damage with ranged weapons at ranges of up to 30 ft.
Wilderness Lore: You enjoy a +5 bonus on Nature and
Survival checks. The Survival skill allows you to track foes, among other options.
Dodge: As an immediate action, you declare
that you ignore 1 melee weapon attack before you know
whether it hits you. Requires Dexterity 15+ and works only in Light or no armor. Costs 2 vitality.
Infiltrator: You move quietly and attentively through shadows. Apply a +5 bonus on Perception and Stealth checks.
Sneak Attack: When a foe is surprised, helpless or otherwise defenseless, add +1 to you attack roll and +5 damage. Ranged attacks count as sneak attacks only if the target is within 30 ft. Sneak Attack only works against living creatures and creatures with discernible weak points—oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits ignores Sneak Attack. 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 use Sneak Attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. A grappled creature is not helpless or defenseless
RACIAL ABILITIES:
Darkvision: You see in conditions of total darkness as easily
as full daylight. Darkvision is black and white only, but
it is otherwise like normal sight.
Feral Senses: You have low-light
vision and enjoy a +5 bonus on Perception
checks.
Scent: You can detect creatures
within 30 ft by sense of smell. If
a creature is upwind, the range
increases to 60 ft. If it is downwind,
the range drops to 15 ft.
Tribal Mark: Everypygmy has a tattoo or
piercing that indicates its tribe
————————————
Free Languages: Common,
Sylvan, Undercommon, and your tribe’s unique language.
Fast Climber: Boost Athletics checks by +5. Also, when
climbing, you move at your normal speed (rather than ½ speed) and are not defenseless.
Finger Eater: You bite off an adjacent Large or smaller person’s finger. Reflex resists. Consuming the finger heals you 1 vitality point. You may benefit up to 5x daily from this ability.
THEME ABILITIES:
Favorite Weapon: Select 1 weapon that you have wielded in combat during the past level. You enjoy a +1 bonus on attack rolls and deliver +2 damage using that weapon.
Special Training: Select 1 of the following skills: Acrobatics, Athletics, Endurance, Heal, Intimidate, Perception, Stealth, Survival or Warcraft. You enjoy a +5 bonus on that skill, or a +10 bonus once daily.
BASIC ABILITIES
Rapid Shot: Instead of a single attack, you may make 2
ranged attacks with the same weapon in rapid succession as a standard action, each attack with a -2 penalty to your attack roll. You may aim at the same target or 2 different targets.
Skill Diversity: Select any 3 skills
of your choice. You enjoy a +3 bonus in each skill.
GoodberryM: Your conjure 2d4 berries, nuts or similar
small uncooked edibles. When eaten, a berry provides nourishment as if it were a normal meal for a person and cures either 1 wound damage or 1d4 vitality. A creature can benefit from up to 3 berries in a 24-hour period. Costs 1 vitality.
Woodsman: Apply a +5 bonus on Handle Animal and Survival checks.
Trip: An adjacent foe must resist using
Reflex or be knocked to the ground, suffer 1d6
damage, and be made prone.
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3 posters
click clock pygmy
Chris- Posts : 9474
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°1
click clock pygmy
Chris- Posts : 9474
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°2
Re: click clock pygmy
Robyo wrote:Nice build. Beware the pygmy!
~You can choose Primordial instead of Sylvan for language, if you wish. Both would be helpful.
~I'm using 4e rules for sneak attack. I'll post the specifics later, but basically if you have Combat Advantage, you get your sneak attack. +2d6bonus damage (not +5).
navyik- Posts : 5021
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°3
Re: click clock pygmy
Can the rogues intermediate tier knife throwing ability be used optionally for darts?
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°4
Re: click clock pygmy
I don't have the book right here in front of me, but I suppose if the character is proficient with darts, then why not?navyik wrote:Can the rogues intermediate tier knife throwing ability be used optionally for darts?