Drow Ranger 1
CN Medium humanoid (elf)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +7


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities; SR 7
Weakness light blindness


Speed 20 ft.
Melee dagger +1 (1d4/19-20/×2) and
   unarmed strike +1 (1d3/×2)
Ranged composite longbow +5 (1d8/×3)
Special Attacks favored enemy (drow +2)
Spell-Like Abilities
   1/day—dancing lights, darkness, faerie fire
Ranger Spells Prepared (CL 1st; concentration +2):


Str 10, Dex 19, Con 12, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Point-Blank Shot
Traits armor expert, magical knack
Skills Acrobatics +2 (-2 jump), Climb +1, Handle Animal +4, Knowledge (dungeoneering) +5 (+7 vs. drow), Perception +7 (+9 vs. drow), Stealth +5, Survival +5 (+7 vs. drow, +6 to track); Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ poison use, track, wild empathy
Other Gear Chain shirt, Arrows (40), Blunt arrows (20), Dagger, Longbow, Comp. (Str +0), Smoked goggles, 84 GP


Arrows - 0/40
Blunt arrows - 0/20
Dagger - 0/1
Dancing Lights (1/day) (Sp) - 0/1
Darkness (1/day) (Sp) - 0/1
Faerie Fire (1/day) (Sp) - 0/1

Special Abilities

Armor Expert -1 Armor check penalty.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Favored Enemy (Drow +2) (Ex) +2 to rolls vs Favored Enemy (Drow).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Spell Resistance (7) You have Spell Resistance.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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