Jando Par2
Jando Par2
STR 16 +3
STRENGTH
CON 14 +2
CONSTITUTION
Endurance : +4 to continue running, vs. nonlethal damage
from a forced march, to avoid nonlethal damage from
starvation/thirst, or to hold your breath
INT 10 0
INTELLIGENCE
CHA 8 -1
CHARISMA
FORTITUDE +13 = +8 +2 +3
(CONSTITUTION)
Endurance : +4 vs. hot or cold environments and to resist
damage from suffocation, Cold weather outfit : +5 Skill Name Total Ability Ranks Temp
circumstance bonus vs. cold weather
Acrobatics +6 DEX (6) -
REFLEX +17 = +8 +6 +3 Boots of striding and springing : +5 competence bonus to jump,
(DEXTERITY)
Speed greater/less than 30 ft. : +4 to jump
WILL +10 = +4 +3 +3 Appraise +0 INT (0) -
(WISDOM)
Total Armor Shield Dex Size Natur Deflec Dodge Misc Bluff -1 CHA (-1) -
Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy
AC 23 = +4 +6 +1 +2 (Humans +2) : +2 vs. humans, Favored Enemy (Undead +6) : +6 vs.
10 undead
Touch AC 18 Flat-Footed AC 17
BAB Dexterity Size Misc Climb +17 STR (3) 9
Diplomacy -1 CHA (-1) -
CM Bonus +18 = +12 +6 - -
See the Base Attack (below) for modifiers that may also apply to CMB Disable Device - DEX (6) -
BAB Strength Dexterity Size
Disguise -1 CHA (-1) -
CM Defense 33 = 10 +12 +3 +6 - -
Escape Artist +6 DEX (6)
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Skills Experience & Wealth
Skill Name Total Ability Ranks Temp
Current Cash: 6 gp, 5 cp
Stealth +19 DEX (6) 10
Favored Terrain (Forest +4) : +4 while in forest terrain, Favored Terrain
(Plains +2) : +2 while in plains terrain Cold iron light flail
Survival +12 WIS (3) 6 Main hand: +15/+10/+5, Crit: ×2
Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy 1-hand, B,
(Humans +2) : +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. 1d8+3
undead, Favored Terrain (Forest +4) : +4 while in forest terrain, Favored Disarm, Trip
Terrain (Plains +2) : +2 while in plains terrain, Track: +6 to track Both hands: +15/+10/+5,
Swim +15 STR (3) 9 1d8+4
Endurance : +4 to resist nonlethal damage from exhaustion Main w/ offhand: +9/+4/-1 ,
Use Magic Device - CHA (-1) - 1d8+3
Activated Abilities & Adjustments Main w/ light off: +11/+6/+1,
Endure Elements 1d8+3
Offhand: +5, 1d8+1
Feats Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
+2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2
Agile Maneuvers vs. designated quarry, Lastwall Defender : +1 trait bonus vs. personally
Use DEX instead of STR for CMB identified undead
Armor Proficiency (Light) Composite longbow (Str +0)
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.
Ranged, both hands: Crit: 19-20/×3
Armor Proficiency (Medium) Rng: 110'
When you wear a type of armor with which you are proficient, the armor check +20/+15/+10, 1d8+2 2-hand, P
penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
Combat Expertise +/-4 +2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2
Bonus to AC in exchange for an equal penalty to attack. vs. designated quarry, Lastwall Defender : +1 trait bonus vs. personally
Deadly Aim -4/+8 identified undead
Trade a penalty to ranged attacks for a bonus to ranged damage. Light shield bash
Endurance Crit: ×2
+4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no Main hand: +15/+10/+5, 1d3+3
fatigue. Light, B
Main w/ offhand: +9/+4/-1 , 1d3+3
Far Shot
Halve the range increment penalty for extended range. Main w/ light off: +11/+6/+1, 1d3+3
Improved Critical (Bows) Offhand: +7, 1d3+1
When using weapons in the group you selected, your threat range is doubled. Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
+2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2
Manyshot vs. designated quarry, Lastwall Defender : +1 trait bonus vs. personally
You can shoot two arrows as the first attack of a full attack action. identified undead
Martial Weapon Proficiency - All Masterwork greataxe
You are proficient with all Martial weapons.
Power Attack -4/+8 Both hands: +16/+11/+6, 1d12+4 Crit: ×3
You can subtract from your attack roll to add to your damage. 2-hand, S
Precise Shot (Scaling) Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
You don't get -4 peanlty to hit when shooting or throwing into melee. +2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2
vs. designated quarry, Lastwall Defender : +1 trait bonus vs. personally
Rapid Shot identified undead
You get an extra attack with ranged weapons. Each attack is at -2.
Masterwork greatsword
Shield Proficiency
You can use a shield and take only the standard penalties. Both hands: +16/+11/+6, 2d6+4 Crit: 19-20/×2
Simple Weapon Proficiency - All 2-hand, S
Proficient with all simple weapons. Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
+2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2
Snap Shot vs. designated quarry, Lastwall Defender : +1 trait bonus vs. personally
Threaten squares within 5 feet of you when wielding a ranged weapon
identified undead
Weapon Focus (Bows) Masterwork hornbow, orc
Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1. Ranged, both hands: Crit: 19-20/×3
Rng: 80'
Weapon Specialization (Bows) +21/+16/+11, 2d6+5
Benefit: You
You
gain a +1 bonus on
gain a +2 bonusThe
on all
all attack rolls you make using weapons from
damage
2-hand, P
the selected group. bonus only rolls youtomake
applies usingwith
weapons the which
selected.
you are
proficient. Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
+2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2
Traits
Special: You can gain this feat multiple times. Its effects do not stack. Each time vs. designated quarry, Lastwall Defender : +1 trait bonus vs. personally
Lastwall Defender
you take the feat, it applies to a new weapon group. identified undead
+1 trait bonus on attack and damage vs. undead you have identified with
Knowlege (religion).
Reactionary
+2 Initiative
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Jando Parr – Abilities & Gear
Benefit : You add your Dexterity bonus to your base attack bonus Prerequisite: Base attack bonus +8.
and size bonus when determining your Combat Maneuver Bonus
instead of your Strength bonus. Benefit : When using weapons in the group you selected, your
threat range is doubled.
Normal: You add your Strength bonus to your base attack bonus
and size bonus when determining your Combat Maneuver Bonus. Special : You can gain Improved Critical multiple times. The effects
do not stack. Each time you take the feat, it applies to a new
Combat Expertise +/-4 Feat weapon group.
You can increase your defense at the expense of your accuracy.
This effect doesn't stack with any other effect that expands the
Prerequisite: Int 13. threat range of a weapon.
Benefit : You can choose to take a –1 penalty on melee attack rolls Appears In : Enable all World is Square rules, Group Weapon Feats
and combat maneuver checks to gain a +1 dodge bonus to your
Armor Class. When your base attack bonus reaches +4, and every Manyshot Feat
+4 thereafter, the penalty increases by –1 and the dodge bonus You can fire multiple arrows at a single target.
increases by +1. You can only choose to use this feat when you
declare that you are making an attack or a full-attack action with a Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack
melee weapon. The effects of this feat last until your next turn. bonus +6.
Deadly Aim -4/+8 Feat Benefit : When making a full-attack action with a bow, your first
You can make exceptionally deadly ranged attacks by pinpointing a attack fires two arrows. If the attack hits, both arrows hit. Apply
foe's weak spot, at the expense of making the attack less likely to precision-based damage (such as sneak attack) and critical hit
succeed. damage only once for this attack. Damage bonuses from using a
composite bow with a high Strength bonus apply to each arrow, as
Prerequisites: Dex 13, base attack bonus +1. do other damage bonuses, such as a ranger's favored enemy
bonus. Damage reduction and resistances apply separately to each
Benefit : You can choose to take a –1 penalty on all ranged attack arrow.
rolls to gain a +2 bonus on all ranged damage rolls. When your
base attack bonus reaches +4, and every +4 thereafter, the penalty Power Attack -4/+8 Feat
increases by –1 and the bonus to damage increases by +2. You You can make exceptionally deadly melee attacks by sacrificing
must choose to use this feat before making an attack roll and its accuracy for strength.
effects last until your next turn. The bonus damage does not apply
to touch attacks or effects that do not deal hit point damage. Prerequisites: Str 13, base attack bonus +1.
Endurance Feat Benefit : You can choose to take a –1 penalty on all melee attack
Harsh conditions or long exertions do not easily tire you. rolls and combat maneuver checks to gain a +2 bonus on all melee
damage rolls. This bonus to damage is increased by half (+50%) if
Benefit : You gain a +4 bonus on the following checks and saves: you are making an attack with a two-handed weapon, a one
Swim checks made to resist nonlethal damage from exhaustion; handed weapon using two hands, or a primary natural weapon that
Constitution checks made to continue running; Constitution checks adds 1-1/2 times your Strength modifier on damage rolls. This
made to avoid nonlethal damage from a forced march; Constitution bonus to damage is halved (–50%) if you are making an attack with
checks made to hold your breath; Constitution checks made to an off-hand weapon or secondary natural weapon. When your base
avoid nonlethal damage from starvation or thirst; Fortitude saves attack bonus reaches +4, and every 4 points thereafter, the penalty
made to avoid nonlethal damage from hot or cold environments; increases by –1 and the bonus to damage increases by +2. You
and Fortitude saves made to resist damage from suffocation. must choose to use this feat before making an attack roll, and its
effects last until your next turn. The bonus damage does not apply
You may sleep in light or medium armor without becoming fatigued. to touch attacks or effects that do not deal hit point damage.
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Jando Parr – Abilities & Gear
Benefit: You gain a +1 bonus on all attack rolls you make using Evasion (Ex) Class Ability (Ranger)
weapons from the selected group. The bonus only applies to
If exposed to any effect that normally allows you to attempt a
weapons with which you are proficient.
Reflex saving throw for half damage, you take no damage with a
successful saving throw.
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new weapon
group.
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Jando Parr – Abilities & Gear
Favored Enemy (Constructs +2) (Ex) Class Ability (Ranger) Favored Terrain (Forest +4) (Ex) Class Ability (Ranger)
At 1st level, a ranger selects a creature type from the ranger At 3rd level, a ranger may select a type of terrain from the Favored
favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Terrains table. The ranger gains a +2 bonus on initiative checks
Perception, Sense Motive, and Survival checks against creatures of and Knowledge (geography), Perception, Stealth, and Survival skill
his selected type. Likewise, he gets a +2 bonus on weapon attack checks when he is in this terrain. A ranger traveling through his
and damage rolls against them. A ranger may make Knowledge favored terrain normally leaves no trail and cannot be tracked
skill checks untrained when attempting to identify these creatures. (though he may leave a trail if he so chooses).
At 5th level and every five levels thereafter (10th, 15th, and 20th At 8th level and every five levels thereafter, the ranger may select
level), the ranger may select an additional favored enemy. In an additional favored terrain. In addition, at each such interval, the
addition, at each such interval, the bonus against any one favored skill bonus and initiative bonus in any one favored terrain (including
enemy (including the one just selected, if so desired) increases by the one just selected, if so desired), increases by +2.
+2.
If a specific terrain falls into more than one category of favored
If the ranger chooses humanoids or outsiders as a favored enemy, terrain, the ranger's bonuses do not stack; he simply uses
he must also choose an associated subtype, as indicated on the whichever bonus is higher.
table below. (Note that there are other types of humanoid to
choose from—those called out specifically on the table below are Favored Terrain (Plains +2) (Ex) Class Ability (Ranger)
merely the most common.) If a specific creature falls into more than At 3rd level, a ranger may select a type of terrain from the Favored
one category of favored enemy, the ranger's bonuses do not stack; Terrains table. The ranger gains a +2 bonus on initiative checks
he simply uses whichever bonus is higher. and Knowledge (geography), Perception, Stealth, and Survival skill
checks when he is in this terrain. A ranger traveling through his
Favored Enemy (Humans +2) (Ex) Class Ability (Ranger) favored terrain normally leaves no trail and cannot be tracked
At 1st level, a ranger selects a creature type from the ranger (though he may leave a trail if he so chooses).
favored enemies table. He gains a +2 bonus on Bluff, Knowledge,
Perception, Sense Motive, and Survival checks against creatures of At 8th level and every five levels thereafter, the ranger may select
his selected type. Likewise, he gets a +2 bonus on weapon attack an additional favored terrain. In addition, at each such interval, the
and damage rolls against them. A ranger may make Knowledge skill bonus and initiative bonus in any one favored terrain (including
skill checks untrained when attempting to identify these creatures. the one just selected, if so desired), increases by +2.
At 5th level and every five levels thereafter (10th, 15th, and 20th If a specific terrain falls into more than one category of favored
level), the ranger may select an additional favored enemy. In terrain, the ranger's bonuses do not stack; he simply uses
addition, at each such interval, the bonus against any one favored whichever bonus is higher.
enemy (including the one just selected, if so desired) increases by
+2. Finesse Weapon Attack Attribute Class Ability (World Is Square)
The “light weapons” category has been renamed to “finesse
If the ranger chooses humanoids or outsiders as a favored enemy, weapons.” Characters can choose to use either their dexterity bonus
he must also choose an associated subtype, as indicated on the or their strength bonus to hit with these weapons, no feat required.
table below. (Note that there are other types of humanoid to “Finesse” is also now a weapon attribute like “brace” or “trip,”
choose from—those called out specifically on the table below are allowing a weapon in another category to be finessed (like the
merely the most common.) If a specific creature falls into more than rapier).
one category of favored enemy, the ranger's bonuses do not stack;
he simply uses whichever bonus is higher. Hunter's Bond (Companions) (3 rounds) (Ex)Class Ability (Ranger)
This bond allows him to spend a move action to grant half his
Favored Enemy (Undead +6) (Ex) Class Ability (Ranger)
favored enemy bonus against a single target of the appropriate type
At 1st level, a ranger selects a creature type from the ranger to all allies within 30 feet who can see or hear him. This bonus
favored enemies table. He gains a +2 bonus on Bluff, Knowledge, lasts for a number of rounds equal to the ranger's Wisdom modifier
Perception, Sense Motive, and Survival checks against creatures of (minimum 1). This bonus does not stack with any favored enemy
his selected type. Likewise, he gets a +2 bonus on weapon attack bonuses possessed by his allies; they use whichever bonus is
and damage rolls against them. A ranger may make Knowledge higher.
skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th Quarry (Ex) Class Ability (Ranger)
level), the ranger may select an additional favored enemy. In An 11th level ranger or 14th level slayer can as a standard action
addition, at each such interval, the bonus against any one favored denote one target within his line of sight as his quarry. Whenever
enemy (including the one just selected, if so desired) increases by he is following the tracks of his quarry, a ranger or slayer can take
+2. 10 on his Survival skill checks while moving at normal speed,
without penalty. In addition, he gains a +2 insight bonus on attack
If the ranger chooses humanoids or outsiders as a favored enemy, rolls made against his quarry, and all critical threats against his
he must also choose an associated subtype, as indicated on the quarry are automatically confirmed. A ranger or slayer can have no
table below. (Note that there are other types of humanoid to more than one quarry at a time, and the target must be selected as
choose from—those called out specifically on the table below are a studied target (if a slayer) or of a type matching a chosen favored
merely the most common.) If a specific creature falls into more than enemy (if a ranger). He can dismiss this effect at any time as a
one category of favored enemy, the ranger's bonuses do not stack; free action, but he cannot select a new quarry target for 24 hours.
he simply uses whichever bonus is higher. If the character sees proof that his quarry is dead, he can select a
new quarry target after 1 hour.
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Jando Parr – Abilities & Gear
Rules Changes Class Ability (World Is Square) Swift Tracker (Ex) Class Ability (Ranger)
By all metrics, Pathfinder is the most satisfying pen-and-paper An 8th level ranger or 11th level slayer can move at his normal
game I’ve ever played. The class balance feels good, the math isn’t speed while using Survival to follow tracks without taking the
overwhelming, and the community support is outstanding. However, normal -5 penalty. When moving at up to twice his normal speed
it suffers from one syndrome that haunts the creation of every new while tracking, he takes only a -10 penalty instead of the normal
character: feat taxes. -20.
Many veteran players lament that you need three feats to go to the Track +6 Class Ability (Ranger)
bathroom in Pathfinder. It’s a cheeky musing, but one rooted in A ranger, shifter, or slayer adds 1/2 his level (minimum 1) to
truth. Pathfinder’s feats are arranged in sprawling tiers, often Survival skill checks made to follow tracks.
requiring an investment of three or more feats to unlock a single
more advanced one. While it’s satisfying to work towards a goal,
many rungs on the feat ladder are considered either undesirable or Wild Empathy +12 (Ex) Class Ability (Ranger)
overtly mundane. These are feat taxes. A character can improve the attitude of an animal. This ability
functions just like a Diplomacy check made to improve the attitude
Below I’ve highlighted a number of revisions to Pathfinder’s feat tree of a person. The character rolls 1d20 and adds her class level and
to help ease the situation. I’ve focused mainly on combat feats, her Charisma modifier to determine the wild empathy check result.
arguably the worst offenders. Feel free to incorporate these
changes into your own house rules or make your own suggestions The typical domestic animal has a starting attitude of indifferent,
in the comments. while wild animals are usually unfriendly.
Martial Mastery To use wild empathy, the druid and the animal must be able to
Gone. Combat feats like Weapon Focus now apply to weapon study each other, which means that they must be within 30 feet of
groups instead of a specific weapon by default. one another under normal conditions. Generally, influencing an
animal in this way takes 1 minute but, as with influencing people, it
Agile Maneuvers might take more or less time.
Gone. A character adds their dexterity to the CMB if they’re
wielding a finesse weapon and their strength otherwise. A character can also use this ability to influence a magical beast
with an Intelligence score of 1 or 2, but she takes a -4 penalty on
Combat Expertise the check.
Gone. Now simple a combat option for any class with at least +1
BAB. Woodland Stride (Ex) Class Ability (Ranger)
A character may move through any sort of undergrowth (such as
Improved Trip, Improved Disarm, Improved Dirty Trick, natural thorns, briars, overgrown areas, and similar terrain) at her
Improved Feint, Improved Reposition, Improved Steal normal speed and without taking damage or suffering any other
Gone. Replaced with Deft Maneuvers. impairment.
Deft Maneuvers Thorns, briars, and overgrown areas that have been magically
New. You do not provoke an attack of opportunity when performing manipulated to impede motion, however, still affect her.
a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver.
In addition, you receive a +2 bonus on checks with these combat
maneuvers. Now a prerequisite for the relevant greater combat Antitoxin Gear
maneuver feats. This substance counteracts a specific toxin. If you drink a vial of
antitoxin, you gain a +5 alchemical bonus on Fortitude saving
Power Attack throws against poison for 1 hour.
Gone. Now simply a combat option for any class with at least +1
BAB. Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Improved Bull Rush, Improved Drag, Improved Overrun, Neutralize Poison (M) : Add +2 on your caster level check to
Improved Sunder neutralize poison on a target creature. Antitoxin has no effect when
Gone. Replaced with Powerful Maneuvers. you cast the spell on an object.
Powerful Maneuvers
New. You do not provoke an attack of opportunity when performing Cold weather outfit Gear
a bull rush, drag, overrun, or sunder combat maneuver. In addition, This outfit is designed for mountaineering or hunting and traveling
you receive a +2 bonus on checks with these combat maneuvers. in icy climates. It includes a coat of wool or thick animal fur, a linen
Now a prerequisite for the relevant greater combat maneuver feats. shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and
waterproof leather boots. In some regions, the outfit may be
Point-Blank Shot composed primarily of fur and animal pelts. This outfit grants a +5
Gone. Precise Shot replaces it as a prerequisite for further archery circumstance bonus on Fortitude saving throws against exposure to
feats. cold weather.
Deadly Aim
Gone. Now simple a combat option for any class with at least +1 Potion of keen senses Potion or Oil
BAB. Keen Senses, Will negates (DC 11)
The subject gains a +2 competence bonus on Perception checks
Mobility and gains low-light vision. Subjects that have low-light vision double
Gone. Merged with Dodge. the distance they can see under the effects of this spell.
Dodge
Revised. You gain a +1 dodge bonus to your AC. This bonus
increases to +4 against attacks of opportunity caused when you
move out of or within a threatened tile. A condition that makes you
lose your Dex bonus to AC also makes you lose the benefits of this
feat.
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Gone. Merged with Greater Two-Weapon Fighting
Construction
Requirements: Craft Wondrous Item, longstrider, creator must have
5 ranks in the Acrobatics skill; Cost 2,750 gp
Construction
Requirements: Craft Wondrous Item, Craft Magic Arms and Armor,
crafter must be proficient with a longbow or shortbow; Cost 2,500
gp
Construction
Requirements: Craft Wondrous Item, detect magic , creator must be
at least 10th level; Cost 1,250 gp
Construction
Requirements Craft Wondrous Item, breath of life ; Cost 1,750 gp
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Short sword Gear
Main hand: +15/+10/+5, 1d6+3 Crit: 19-20/×2 Total Weight Carried: 129/230 lbs,
Light, P Encumberance Ignored
Main w/ offhand: +9/+4/-1 , 1d6+3
Main w/ light off: +11/+6/+1, 1d6+3 (Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs)
Offhand: +7, 1d6+1 Potion of cat's grace -
Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans Potion of cure light wounds -
+2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2 vs. Potion of cure moderate wounds -
designated quarry, Lastwall Defender : +1 trait bonus vs. personally identified Potion of cure serious wounds -
undead
Potion of fly -
Unarmed strike Potion of hide from undead -
Main hand: +15/+10/+5, 1d3+3 Crit: ×2 Potion of keen senses -
Light, B, Nonlethal Potion of restoration, lesser -
nonlethal
Short sword 2 lbs
Main w/ offhand: +9/+4/-1 , Shovel 8 lbs
1d3+3 nonlethal Signal whistle -
Main w/ light off: +11/+6/+1, Silk rope 5 lbs
Talisman of life's breath, lesser 1 lb
1d3+3 nonlethal Trail rations x5 1 lb
Offhand: +7, 1d3+1 nonlethal Waterskin 4 lbs
Favored Enemy (Constructs +2) : +2 vs. constructs, Favored Enemy (Humans
+2): +2 vs. humans, Favored Enemy (Undead +6) : +6 vs. undead, Quarry: +2 vs.
designated quarry, Lastwall Defender : +1 trait bonus vs. personally identified Special Abilities
undead Camouflage (Ex)
A ranger of 12th level or higher can use the Stealth skill to hide in any of his
Mithral chain shirt favored terrains, even if the terrain doesn't grant cover or concealment.
Total Weight Carried: 129/230 lbs, Favored Enemy (Constructs +2) (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies
Encumberance Ignored table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and
Survival checks against creatures of his selected type. Likewise, he gets a +2
(Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs) bonus on weapon attack and damage rolls against them. A ranger may make
Alchemist's fire x2 1 lb Favored
KnowledgeEnemy skill checks (Humans
untrained when +2)attempting
(Ex) to identify these creatures.
At 1st level, a ranger selects a creature type from the ranger favored enemies
Antitoxin - table.
At 5th Helevelgains
and aevery
+2 bonus on Bluff,
five levels Knowledge,
thereafter (10th,Perception,
15th, and 20th Sense Motive,
level), the and
Arrows x20 0.15 lbs Survival
ranger may checks
select against creatures
an additional of his enemy.
favored selectedIntype. Likewise,
addition, at each he gets
such a +2
Arrows x20 0.15 lbs bonus
interval,onthe weapon
bonusattack
against andanydamage
one+6) rolls against
favored enemy them. A ranger
(including the onemayjust make
Favored
Knowledge Enemy
skilldesired)
checks (Undead
untrained by when (Ex)
attempting to identify these creatures.
selected, if so increases +2.
Backpack (empty) 2 lbs At 1st level, a ranger selects a creature type from the ranger favored enemies
table. He gains aevery
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and
Bedroll 5 lbs At
If 5thranger
the
Survival
level and
checkschooses
against
five levels
humanoids
creatures
thereafter
or
ofoutsiders
his enemy.
(10th,
selected
15th,
as atype.
favoredandenemy,
20th
Likewise,
level),
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musta +2
ranger may select an additional favored In addition, at each such
Belt pouch (empty) 0.5 lbs choose
bonus
interval,
an associated
on weapon attacksubtype,
and as
damage indicated on
rolls against the
enemy them.
table below.
A ranger (Note that
mayjust makethere
Favored
are otherthe typesbonus
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humanoid any
to one+4)
choose favored
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specifically on the
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selected,
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abytype
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terrain
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creatures.
fallsTerrains
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Bracers of archery, lesser 1 lb than5thone
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Perception,
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as
and Survival
indicated enemy. on
skill checks when
In addition,
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below. (Note suchthat there
terrain.
interval, Athe
ranger
bonus traveling
against through
any one his favored
favored terrain
enemy normallythe
(including leaves
one no justtrail and
Climber's kit 5 lbs Favored
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cannot be Terrain
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of humanoid
(though hetomay+2)
chooseleave(Ex)
from—those
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from the creature
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Cold iron light flail 5 lbs than
At 8thone
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levelcategory
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bonus
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select he
an additional
Cold weather outfit 7 lbs If the
simply ranger
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(geography),
favored
chooses
whichever
[Link],
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humanoids
bonus
addition, is
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at each
or
higher.
and outsiders
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indicated on the table [Link]
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Attribute theterrain
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selected, trail
if so desired), and
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Fishhook - increases
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been renamed If a specific creature
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At 8thone
Characters
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their
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select stack; he
an additional
If a specific
simply to uses terrain
whichever falls into
bonus more than one category of favored terrain, the
Golembane scarab - bonus
favored
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hit with
terrain.
bonuses Inthese
addition,
do not at is
weapons,
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higher.
each
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Light shield bash - Hunter's
be finessed Bond
(like (Companions) (3 the rounds) just selected,
(Ex) if so desired),
increases
This bond by +2. the
allows
rapier).
him to spend a move action to grant half his favored enemy
Light wooden quickdraw shield 6 lbs bonus against a single target of the appropriate type to all allies within 30 feet
If a specific
can seeterrain falls into more thanlastsone for category of favored terrain, the
Masterwork greataxe 12 lbs who
ranger's
or hear him. This bonus a number of rounds equal to the
ranger's bonuses do not stack;
Wisdom modifier (minimumhe simply
1). This uses whichever
bonus does notbonusstackis higher.
with any
Masterwork greatsword 8 lbs Orc Blood
favored enemy bonuses possessed by his allies; they use whichever bonus is
Masterwork hornbow, orc 7 lbs Half-orcs
higher. count as both humans and orcs for any effect related to race.
Masterwork studded leather 20 lbs Orc Ferocity (1/day)
Mess kit 1 lb Once per day, when a half-orc is brought below 0 hit points but not killed, he
can fight on for 1 more round as if disabled. At the end of his next turn, unless
Mithral chain shirt 12.5 lbs brought to 1 or more hit points, he immediately falls unconscious and begins
Money - dying.
Quarry (Ex)
Oil of bless weapon - An 11th level ranger or 14th level slayer can as a standard action denote one
Oil of flame arrow - target within his line of sight as his quarry. Whenever he is following the tracks of
his quarry, a ranger or slayer can take 10 on his Survival skill checks while
Oil of invisibility - moving at normal speed, without penalty. In addition, he gains a +2 insight
bonus on attack
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, rolls
Inc. Free made against
download his quarry, and all critical threats against his
at [Link]
quarry
Pathfinder® and associated marks and logos are trademarks are Inc.®,
of Paizo automatically confirmed.
and are used A ranger or slayer can have no more than
under license.
one quarry at a time, and the target must be selected as a studied target (if a
slayer) or of a type matching a chosen favored enemy (if a ranger). He can
dismiss this effect at any time as a free action, but he cannot select a new
quarry target for 24 hours. If the character sees proof that his quarry is dead, he
At 19th
select
track
bonus
can select
his
atolevel,
quarry
quarry,
attack
a new
the
as
his
while
quarry
one
character's
aquarry
free
after
moving
target
action,
increases
10ability
minutes
at
after
and
normal
to
1can
tohour.
hunt
have
+4.
speed
now
his
Ifpassed.
his
take
quarry
without
quarry
20 improves.
while
penalty.
is killed
usingHis
or
HeSurvival
dismissed,
insight
can now to he
Special Abilities Spells & Powers
Rules Changes Ranger spells memorized (CL 9th; concentration +12)
By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever
played. The class balance feels good, the math isn’t overwhelming, and the Melee Touch +15 Ranged Touch +18
community support is outstanding. However, it suffers from one syndrome that 3rd—aspect of the stag APG, cure moderate wounds
haunts the creation of every new character: feat taxes.
Swift Tracker (Ex) 2nd—cure light wounds , hunter's eye APG, ricochet shot UC
An
Many8thveteran
level ranger
playersor lament
11th level
thatslayer can move
you need three at his to
feats normal
go to speed while in
the bathroom 1st—deadeye's arrow, gravity bow APG, lead blades APG
using Survival
Pathfinder. It’s to follow tracks
a cheeky without
musing, taking
but one the normal
rooted in truth.-5 penalty. When
Pathfinder’s feats are
moving
arranged atinupsprawling
to twice his normal
tiers, often speed while
requiring an tracking,
investment he of
takes
threeonly a -10 feats
or more
penalty
to unlock
Track +6
instead
a single of more
the normal -20. one. While it’s satisfying to work towards a
advanced Sourcebooks Used
goal, manyshifter,
rungsor onslayer
the feat ladder arelevel
considered either undesirable or overtly
A ranger,
mundane. These are feat
adds
taxes.
1/2 his (minimum 1) to Survival skill • Advanced Class Origins - Lastwall Defender (trait)
checks made to follow tracks.
• Advanced Player's Guide - Aspect of the Stag (spell);
Wild Empathy
Below +12a number
I’ve highlighted (Ex) of revisions to Pathfinder’s feat tree to help Gravity Bow (spell); Hunter's Eye (spell); Lead Blades
A character
ease the situation.
can improve
I’ve focused
the attitude
mainly
ofonancombat
animal. feats,
This ability
arguably
functions
the worst
just like
offenders.
a Diplomacy Feel
check
freemade
to incorporate
to improve these
the attitude
changesofinto
a person.
your ownThe house
character
rules rolls
or (spell); Keen Senses (spell)
make and
1d20 youradds
own her
suggestions
class level in and
the comments.
her Charisma modifier to determine the wild • Advanced Player's Guide / Ultimate Equipment - Light
empathy check result.
Woodland
Martial MasteryStride (Ex) wooden quickdraw shield (armor)
A character
Gone.
The typical
Combatmayfeats
move
domestic through
like
animal hasany
Weapon sort of
aFocus
starting undergrowth
now
attitude (such as
applyoftoindifferent,
weapon natural
groups
while thorns,
instead
wild of • Advanced Player's Guide Hero Points - Hero Points
briars, overgrown areas, and similar terrain) at her normal speed and without
a specific
animals are
weapon
usuallybyunfriendly.
default.
taking damage or suffering any other impairment.
(equipment)
To useManeuvers
Agile wild empathy, the druid and the animal must be able to study each • Advanced Player's Guide Traits / Character Traits
Thorns, Abriars,
Gone. which
other, andadds
character
means overgrown
that their
they mustareas bethat
Tracked Resources
dexterity have
within
to the 30been
CMB magically
feetif of
they’re manipulated
one another
wielding under to
a finesse
normal Web Enhancement - Reactionary (trait)
impede
weapon motion,
conditions. however,
andGenerally,
their strength still
influencingaffect
[Link].
animal in this way takes 1 minute but, as • Enable all World is Square rules / Group Weapon
Action Points
with influencing people, it might take more or less time.
Feats - Improved Critical (feat); Weapon Focus (feat);
Combat Expertise
Gone.
A character
Now simple
can alsoa combat
use thisoption
ability for
to influence
any classawith
magicalat least
beast
+1 with
[Link] Weapon Specialization (feat)
Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Alchemist's fire
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint,
• Gods & Magic / Inner Sea Gods - Deadeye's Arrow
Improved Reposition, Improved Steal (spell)
Antitoxin
Gone. Replaced with Deft Maneuvers. • New Paths Option: Use Scaling Feats - Precise Shot
Armor Attunement (1/day)
Deft Maneuvers (Scaling) (feat)
New. You do not provoke an attack of opportunity when performing a trip, disarm, • Occult Adventures - Talisman of life's breath, lesser
Arrows
dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a (equipment)
+2 bonus on checks with these combat maneuvers. Now a prerequisite for the
relevant greater combat maneuver feats. • Ultimate Combat - Ricochet Shot (spell); Snap Shot
(feat)
Arrows
Power Attack • Ultimate Equipment - Mess kit (equipment)
Gone. Now simply a combat option for any class with at least +1 BAB.
Orc Ferocity
Point-Blank Shot(1/day)
Gone. Precise Shot replaces it as a prerequisite for further archery feats.
Potion of cat's grace
Deadly Aim
Potion ofsimple
Gone. Now curealight wounds
combat option for any class with at least +1 BAB.
Potion
Mobility of cure moderate wounds
Gone. Merged with Dodge.
Potion of cure serious wounds
Dodge
Potion
Revised. of
Youfly
gain a +1 dodge bonus to your AC. This bonus increases to +4
against attacks of opportunity caused when you move out of or within a
Potion oftile.
threatened hide from undead
A condition that makes you lose your Dex bonus to AC also
makes you lose the benefits of this feat.
Potion of keen senses
Improved Two-Weapon Fighting
Potion of restoration,
Gone. Merged lesser Fighting
with Greater Two-Weapon
Trail rations
Greater Two-Weapon Fighting
Revised. Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition
Weapon Attunement
to the standard (1/day)
single extra attack you get with an off-hand weapon, you get a
second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you
also gain a third attack with your off-hand weapon, albeit at a –10 penalty.
Languages
Common Orc
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [Link]
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Jando Parr (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2019/04/29
XP Reward : 0 XP; Net Cash :
- no notes -
Title - Jando Parr (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2019/04/29
Net Capital :
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [Link]
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.