Created using PCGen 5.8.1 on Nov 25, 2006
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
44




  
Walk 30'
BASE ATTACK
Bonus
+6/+1
SPECIAL ABILITIES
Animal Companion (Ex) ~ Effective Level 3, Combat Style (Ex) ~ Archery, Favored Enemy (Giant) +4, Favored Enemy (Monstrous Humanoid) +2, Improved Combat Style (Ex) ~ Archery, Wild Empathy (Ex) ~ +9
FEATS
Armor Proficiency (Light), Blind-Fight, Combat Reflexes, Endurance, Lightning Reflexes, Manyshot, Martial Weapon Proficiency, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting
LANGUAGES
Common, Dwarven, Elven, Giant, Literacy
SPELLS
 Ranger 0
1
2
3
4
0
2
0
0
0
1:
Accelerated Movement (DC:14)Alarm (DC:14)Animal Messenger (DC:14)
Arrow Mind (DC:14)Bloodhound (DC:14)Branch to Branch (DC:14)
Calm Animals (DC:14)Camouflage (DC:14)Charm Animal (DC:14)
Dawn (DC:14)Delay Poison (DC:14)Detect Animals or Plants (DC:14)
Detect Poison (DC:14)Detect Snares and Pits (DC:14)Easy Trail (DC:14)
Embrace the Wild (DC:14)Endure Elements (DC:14)Entangle (DC:14)
Exacting Shot (DC:14)Guided Arrow (DC:14)Guided Shot (DC:14)
Hawkeye (DC:14)Healing Lorecall (DC:14)Hide from Animals (DC:14)
Instant Search (DC:14)Jump (DC:14)Lightfoot (DC:14)
Longstrider (DC:14)Low-light Vision (DC:14)Low-light Vision (DC:14)
Magic Fang (DC:14)Naturewatch (DC:14)Pass without Trace (DC:14)
Read Magic (DC:14)Resist Energy (DC:14)Snipers Shot (DC:14)
Speak with Animals (DC:14)Summon Nature's Ally I (DC:14)Traveler's Mount (DC:14)
Vine Strike (DC:14)Wings of the Sea (DC:14)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Chain Shirt (Masterwork)
Light
+4
+4
-1
20
Masterwork, Steel
SHIELD
TYPE
AC

CHECK
SPELL FAILURE
*Light Shield (Metal)
Light
+1

-1
5
Steel
ITEMS

AC










*Chain Shirt (Masterwork)
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
20
Masterwork, Steel
EQUIPMENT ( - //)
x Backpack
   x Light Mace
Steel
  
x Winter Blanket
   x Explorer's Outfit
  
x Chain Shirt (Masterwork)
Masterwork, Steel
   x Hemp Rope (50')
  
x Flint and Steel
   x Light Shield (Metal)
Steel
  
x Longbow
Wood
   x Sword (Bastard) E31
(Sword (Bastard)), Masterwork, Steel
  
x Longsword +1 (Weapon)/Masterwork)
(Longsword (+1 (Weapon)/Masterwork)), Masterwork, Steel
  
AMMUNITION

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.8.1 on Nov 25, 2006

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Backpack
Carried
1
2
2
 Winter Blanket
Backpack
1
3
0.5
 Chain Shirt (Masterwork)
(Masterwork, Steel)
Equipped
1
25
250
 Flint and Steel
Backpack
1
0
1
 Longbow
Equipped
1
3
75
 Longsword +1 (Weapon)/Masterwork)
((Longsword (+1 (Weapon)/Masterwork)), Masterwork, Steel)
Carried
1
4
2315
ITEM LOCATION QTY WT. GP COST
 Light Mace
Carried
1
4
5
 Explorer's Outfit
Equipped
1
8
0
 Hemp Rope (50')
Backpack
1
10
1
 Light Shield (Metal)
Equipped
1
6
9
 Sword (Bastard) E31
((Sword (Bastard)), Masterwork, Steel)
Carried
1
6
2335
TOTAL WEIGHT CARRIED/VALUE   63 lbs. 5030.5 gp
WEIGHT ALLOWANCE
Light 100 Medium 200 Heavy 300

FEATS
Armor Proficiency (Light), Blind-Fight, Combat Reflexes, Endurance, Lightning Reflexes, Manyshot, Martial Weapon Proficiency, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting
MONEY
SPECIAL ABILITIES
Animal Companion (Ex) ~ Effective Level 3, Combat Style (Ex) ~ Archery, Favored Enemy (Giant) +4, Favored Enemy (Monstrous Humanoid) +2, Improved Combat Style (Ex) ~ Archery, Wild Empathy (Ex) ~ +9
PROFICIENCIES
Axe (Throwing), Battleaxe, Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Punching), Dart, Dynamite, Falchion, Flail, Flail (Heavy), Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Katana (Martial), Kukri, Kusari-gama, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Maul, Maul (Martial), Mind Blade, Morningstar, Pick (Dire/Martial), Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Rock, Saber, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Spiked Armor, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer, Warmace (Martial)
LANGUAGES
Common, Dwarven, Elven, Giant, Literacy
SPELLS
 Ranger 0
1
2
3
4
0
2
0
0
0
1:
Accelerated Movement (DC:14)Alarm (DC:14)Animal Messenger (DC:14)
Arrow Mind (DC:14)Bloodhound (DC:14)Branch to Branch (DC:14)
Calm Animals (DC:14)Camouflage (DC:14)Charm Animal (DC:14)
Dawn (DC:14)Delay Poison (DC:14)Detect Animals or Plants (DC:14)
Detect Poison (DC:14)Detect Snares and Pits (DC:14)Easy Trail (DC:14)
Embrace the Wild (DC:14)Endure Elements (DC:14)Entangle (DC:14)
Exacting Shot (DC:14)Guided Arrow (DC:14)Guided Shot (DC:14)
Hawkeye (DC:14)Healing Lorecall (DC:14)Hide from Animals (DC:14)
Instant Search (DC:14)Jump (DC:14)Lightfoot (DC:14)
Longstrider (DC:14)Low-light Vision (DC:14)Low-light Vision (DC:14)
Magic Fang (DC:14)Naturewatch (DC:14)Pass without Trace (DC:14)
Read Magic (DC:14)Resist Energy (DC:14)Snipers Shot (DC:14)
Speak with Animals (DC:14)Summon Nature's Ally I (DC:14)Traveler's Mount (DC:14)
Vine Strike (DC:14)Wings of the Sea (DC:14)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Blind-Fight In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Concealment, page 152). An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible (see Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151). The invisible attackers bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half (see Table 9-4: Hampered Movement, page 163).
Combat Reflexes When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round -- the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the characters threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Masters Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Masters Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Masters Guide). Also, you may sleep in light or medium armor without becoming fatigued.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Manyshot As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired.
Martial Weapon Proficiency You make attack rolls with the selected weapon normally.
Rapid Shot You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action (see page 143) to use this feat.
Shield Proficiency You can use a shield and take only the standard penalties (see Table 7-6: Armor and Shields, page 123).
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Track To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check).
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Created using PCGen 5.8.1 on Nov 25, 2006

SPELLS
 Ranger 0
1
2
3
4
  Per Day 0
2
0
0
0
1:
Accelerated Movement (DC:14)Alarm (DC:14)Animal Messenger (DC:14)Arrow Mind (DC:14)
Bloodhound (DC:14)Branch to Branch (DC:14)Calm Animals (DC:14)Camouflage (DC:14)
Charm Animal (DC:14)Dawn (DC:14)Delay Poison (DC:14)Detect Animals or Plants (DC:14)
Detect Poison (DC:14)Detect Snares and Pits (DC:14)Easy Trail (DC:14)Embrace the Wild (DC:14)
Endure Elements (DC:14)Entangle (DC:14)Exacting Shot (DC:14)Guided Arrow (DC:14)
Guided Shot (DC:14)Hawkeye (DC:14)Healing Lorecall (DC:14)Hide from Animals (DC:14)
Instant Search (DC:14)Jump (DC:14)Lightfoot (DC:14)Longstrider (DC:14)
Low-light Vision (DC:14)Low-light Vision (DC:14)Magic Fang (DC:14)Naturewatch (DC:14)
Pass without Trace (DC:14)Read Magic (DC:14)Resist Energy (DC:14)Snipers Shot (DC:14)
Speak with Animals (DC:14)Summon Nature's Ally I (DC:14)Traveler's Mount (DC:14)Vine Strike (DC:14)
Wings of the Sea (DC:14)
 * = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Ranger Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 2 0 0 0
LEVEL 1
Accelerated Movement
DC: 14
Save:
Time: 1 swift action
Duration: 3 rounds [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  Swift. Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Source:  142
Target Area:   You
Alarm
DC: 14
Save: None
Time: 1 standard action
Duration: 6 hours
Rng: Close (30')
Comp: V, S, F/DF
SR: No
School: Abjuration
☐☐☐
Effect:  Sounds a visible or audible alarm when tiny or larger creature enters warded area.
Source:  p.197
Target Area:   20-ft. radius emanation centered on a point in space
Animal Messenger
DC: 14
Save: None; see text
Time: 1 standard action
Duration: 3 days
Rng: Close (30')
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  You compel a Tiny animal to go to a spot you designate.
Source:  p.198
Target Area:   One Tiny animal
Arrow Mind
DC: 14
Save:
Time: 1 immediate action
Duration: 3 minutes [D]
Rng: Personal
Comp: V, S, M
SR:
School: Divination
☐☐☐
Effect:  Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Source:  143
Target Area:   You
Bloodhound
DC: 14
Save:
Time: 1 standard action
Duration: 24 hours [D]
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You gain an immediate retry if you fail a Survival check while tracking.
Source:  144
Target Area:   You
Branch to Branch
DC: 14
Save:
Time: 1 standard action
Duration: 30 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Source:  144
Target Area:   You
Calm Animals
DC: 14
Save: Will negates; see text
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30')
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  You soothe and quiet animals. Calms 2d4+3 HD of animals.
Source:  p.207
Target Area:   Animals within 30 ft. of each other
Camouflage
DC: 14
Save:
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Grants +10 bonus on Hide checks.
Source:  p.157
Target Area:   You
Charm Animal
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 3 hours
Rng: Close (30')
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  As charm person but affects a creature of the animal type.
Source:  p.208
Target Area:   One animal
Dawn
DC: 14
Save: Fortitude negates (harmless)
Time: 1 action
Duration: Instantaneous
Rng: Personal
Comp: V
SR: Yes
School: Abjuration
☐☐☐
Effect:  Sleeping/unconscious creatures in area awaken.
Source:  p.64
Target Area:   All creatures within a 15-ft. radius burst centered on you
Delay Poison
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The targert becomes temporarily immune to poison.
Source:  p.217
Target Area:   Creature touched
Detect Animals or Plants
DC: 14
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes
Rng: Long (520')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particlar kind of animal or plant in a cone emanating out from you in whatever direction you face.
Source:  p.218
Target Area:   Cone-shaped emanation
Detect Poison
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.219
Target Area:   One creature, one object, or a 5-ft. cube
Detect Snares and Pits
DC: 14
Save: None
Time: 1 standard action
Duration: Concentration, up to 30 minutes
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect simple pits, deadfalls, and snares as w as mechanical traps constructed of natural materials..
Source:  p.220
Target Area:   Cone-shaped emanation
Easy Trail
DC: 14
Save: None
Time: 1 standard action
Duration: 3 hours [D]
Rng: 40 ft.
Comp: V, S
SR: Yes
School: Abjuration
☐☐☐
Effect:  You make a temporary trail through any kind of undergrowth.
Source:  147
Target Area:   40-ft. radius emanation
Embrace the Wild
DC: 14
Save:
Time: 1 standard action
Duration: 30 minutes [D]
Rng: Personal
Comp: V
SR:
School: Transmutation
☐☐☐
Effect:  You gain an animals senses for 30 mininutes.
Source:  147
Target Area:   You
Endure Elements
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject suffers no harm from being in a hot or cold environment.
Source:  p.226
Target Area:   Creature touched
Entangle
DC: 14
Save: Reflex partial; see text
Time: 1 standard action
Duration: 3 minutes
Rng: Long (520')
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Grasses, weeds, bushes and even trees wrap, twist and entwine about creatures within the area of effect, holding them fast and causing them to become entangled.
Source:  p.227
Target Area:   Plants in a 40-ft. radius spread
Exacting Shot
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Your ranged weapon automatically confirms critical hits against favored enemies.
Source:  148
Target Area:   Ranged weapon touched
Guided Arrow
DC: 14
Save: None
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V
SR: None
School: Divination
☐☐☐
Effect:  Ranged attack targets don't get cover for 1 round.
Source:  Miniatures Handbook, Pg.36
Target Area:   You
Guided Shot
DC: 14
Save:
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V
SR:
School: Divination
☐☐☐
Effect:  Swift. You ignore distance penalties with your ranged attacks for 1 round.
Source:  150
Target Area:   You
Hawkeye
DC: 14
Save:
Time: 1 standard action
Duration: 30 minutes [D]
Rng: Personal
Comp: V
SR:
School: Transmutation
☐☐☐
Effect:  Increase range increments by 50%, +5 on Spot checks.
Source:  151
Target Area:   You
Healing Lorecall
DC: 14
Save:
Time: 1 standard action
Duration: 3 minutes
Rng: Personal
Comp: V, S, M
SR:
School: Divination
☐☐☐
Effect:  If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration [healing] spells.
Source:  151
Target Area:   You
Hide from Animals
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.
Source:  p.241
Target Area:   3 creatures touched
Instant Search
DC: 14
Save:
Time:
Duration: 1 round
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  Swift. Make Search check at +2 as free action.
Source:  153
Target Area:   You
Jump
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 [the maximum] at caster level 9th.
Source:  p.246
Target Area:   Creature touched
Lightfoot
DC: 14
Save: None
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V
SR: No
School: Transmutation
☐☐☐
Effect:  You provoke no attacks of opportunity for movement for one round.
Source:  Miniatures Handbook, Pg.37
Target Area:   You
Longstrider
DC: 14
Save: None
Time: 1 standard action
Duration: 3 hours
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  This spell increases your base land speed by 10 feet. [This adjustment counts as an enhancement bonus.] It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Source:  p.249
Target Area:   You
Low-light Vision
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  See twice as far as a human in poor illumination.
Source:  p.113
Target Area:   Creature touched
Low-light Vision
DC: 14
Save: None
Time: 1 action
Duration: 3 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains low-light vision for 3 hr.
Source:  p.68
Target Area:   Creature touched
Magic Fang
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls.
Source:  p.250
Target Area:   Living creature touched
Naturewatch
DC: 14
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Close (30')
Comp: S
SR: No
School: Necromancy
☐☐☐
Effect:  As deathwatch, but on animals and plants.
Source:  p.170
Target Area:   Quarter circle emanating from you to the extreme of the range
Pass without Trace
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects can move through any type of terrainmud, snow, dust, or the likeand leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Source:  p.259
Target Area:   3 creatures touched
Read Magic
DC: 14
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.
Source:  p.269
Target Area:   You
Resist Energy
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage [whether from a natural or magical source], that damage is reduced by 10 points before being applied to the creatures hit points.
Source:  p.272
Target Area:   Creature touched
Snipers Shot
DC: 14
Save:
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  Swift. No range limit on next ranged sneak attack.
Source:  157
Target Area:   You
Speak with Animals
DC: 14
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can comprehend and communicate with animals.
Source:  p.281
Target Area:   You
Summon Nature's Ally I
DC: 14
Save: None
Time: 1 round
Duration: 3 rounds
Rng: Close (30')
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You conjure creatures from the 1st-level list on the Summon Natures Ally table.
Source:  p.288
Target Area:   One summoned creature
Traveler's Mount
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Creature moves faster but can't attack.
Source:  p.184
Target Area:   Creature touched
Vine Strike
DC: 14
Save:
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V, DF
SR:
School: Divination
☐☐☐
Effect:  Swift. You can sneak attack plant creatures for 1 round.
Source:  158
Target Area:   You
Wings of the Sea
DC: 14
Save: Fortitude negates (harmless)
Time: 1 action
Duration: 3 minutes
Rng: Touch
Comp: S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  +30 ft. to subject's swim speed.
Source:  p.72
Target Area:   You or person touched
* = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Ranger Andy
Ranger Andy's portrait
Human
RACE
20
AGE
6' 2"
HEIGHT
210 lbs.
WEIGHT
Blue
EYE COLOR
Tanned
SKIN COLOR
Brown
HAIR COLOR

HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS

SPOKEN STYLE
Description
Home
,
Biography