ÿÿÿÿTSRP3 V1 TSRP3 V54DRJLir'thith'nnoth 6RangerNONEUpper middle class Œ@hv]  x33ˆBElfDark (drow) elfStalker kit (S&P) Sword, long Sword, longÿÿÿÿ Lawful GoodÄÅÆÅÌRangerCestusSwordsElf, Infravision [Dark Elf]Elf, Resistance (10)Elf, Secret doors (5)Elf, Spell abilities (15)Elf, Stealth (10)  !Ranger, Empathy with animals (10)Ranger, Hide in shadows (5)Ranger, Move silently (5)Ranger, Priest spells (10)Ranger, Special enemy (10) Ranger, Tracking proficiency (5)Ranger, Two-weapon style (5)"Ranger, Weapon specialization (10)AnimalPlantFull armor, light scaleShield, bucklerBowyer/Fletcher Riding, LandTrackingRunningBlind Fighting Animal LoreAnimal Training Ambidexterity Fast HealerPhobia: Crowdsÿÿ CStringArray€€€€€€ BugbearDuergarDwarf, gray (duergar) dialectElfElf, dark (drow) dialectIllithidKuo-toaOrc UndercommonBackpackÿÿCInventoryBundleDry rations (1 week)çFlint and steelçTorchçWineskinççBelt pouch, largeçFlint and steelçLong bowçLong bow, flight arrow çLong bow, sheaf arrowçOil, Greek fire (flask)çQuiverçRope, silk (50 ft)ç Sack, smallçSealing/candle waxçSignal whistleçSignet ring/personal sealçSoapç Sword, longç Sword, shortç Weaponblackç WhetstoneçWineskinçLir's Longsword +2çFull armor, chain mailç Salt (per lb)çVialçFull armor, light scaleç Knife sheathçPinçShield, bucklerç* Copper Piecesç * Gold Piecesç* Silver Piecesçÿÿ]CPartLir's Longsword +2¨Description +2 Longsword Intelligent detect evil or good 10', Detect gems kind and number 5', detect slope, Tekekenesis 250gp 2x per day, Int 17 speech and telepathy,ÿÿÿÿ?€@€@491€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿSS MMGÝÿÿTSRP3 V7dccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc Sword, long @ÍÍÍÍ€dMiddle Eastern Cultures Dark Ages The CrusadesLate Middle Ages/RenaissanceSwords: MediumClericDruidMage €Stalker kit (S&P)ÿk At first glance, this soft-spoken, rather nondescript character seems hopelessly out of place in an adventuring party, looking instead like an town dweller who's wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only his closest friends realize the extent of his expertise in intelligence-gathering. And that's just the way he likes it. Stalkers serve as spies, informants, and interrogators. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory their supplies and hostages, or eavesdrop in the corridors of an evil wizard's castle. A few innocuous questions enable him to distinguish friend from foe, and fact from fiction. His mastery of stealth makes him a deadly opponent. Special Benefits: Tracking: A Stalker has normal ranger tracking abilities in outdoor land settings. In addition, he has full (not half) tracking capabilities in urban settings. Stealth Abilities: A Stalker has a +10% bonus to his base chance to hide in shadows/hide in natural surroundings and a +10% bonus to his chances to move silently. A Stalker has the full (not half) chance for success when attempting to hide in shadows or move silently in urban settings or in non-natural constructions such as crypts or dungeons. Stalkers can hide in shadows and move silently when wearing armor of AC 6 or less (see Table 13: Optional Armor in Chapter 1). When a Stalker successfully uses his move silently ability to sneak up on a opponent to surprise him, the opponent suffers a -3 penalty to his surprise roll. The Stalker must be 90' or more from party members without similar silent movement abilities. Interrogation: When interrogating an NPC for any reason, a Stalker can acquire special knowledge about the NPC in one (but not both) of the following ways: By making a successful Intelligence check (use half the Intelligence score, rounded up), the Stalker can determine the general alignment of the NPC. If successful, the Stalker learns the good-evil component of the NPC's alignment (good, neutral, or evil). The Stalker can ascertain the NPC's honesty. The DM secretly makes an Intelligence check for the Stalker. If the check fails, the DM tells the Stalker nothing about the honesty of the NPC. The Stalker must make up his own mind about the NPC's reliability based on the NPC's responses. If the check succeeds and the NPC is being honest with the Stalker, the DM tells the Stalker that the NPC is telling the truth to the best of his knowledge. A successful check in no way compels the NPC to reveal any information to the Stalker. The NPC may refuse to cooperate, but the Stalker is assured of the truthfulness of anything the NPC decides to share (note that the NPC may still pass along unreliable information that he believes to be true). If the check succeeds, and the NPC is being dishonest with the Stalker, the DM tells the Stalker that the NPC may be lying. It's up to the Stalker to separate the truth from the lies; a successful check only tells him that he shouldn't take everything the NPC says at face value. Photographic Memory: When a Stalker reaches 10th level, he acquires a limited photographic memory, enabling him to recall details about anything he's seen or heard since achieving 10th level. He can recall a fragment of a conversation, conjure up a mental image of a place he's visited, or remember words on a printed page. To use this ability, the DM secretly makes a Intelligence check for the Stalker, with a -2 penalty. If the roll fails, the memory is too vague to be of any use to the Stalker. If the roll succeeds, the DM tells the Stalker what he wishes to remember. If the roll is a natural 20, the DM gives the Stalker intentionally misleading information about whatever he's trying to remember (a room, for instance, is incorrectly recalled as having a locked window or mysterious claw marks on the walls). Because of the mental stress involved, this ability can be used only once per day. Special Hindrances: Neither lawbreakers nor outlaws appreciate snoops. Typically, the harshest possible penalties are reserved for captured Stalkers. Should a band of orcs or goblins realize that a Stalker is in their midst, they're likely to chase him down and beat him mercilessly. A Stalker caught lurking in private residence will probably be prosecuted to the fullest extent of the law. An otherwise friendly NPC may be less likely to cooperate with the party if he recognizes one of the members as a Stalker. ÿÿÿÿžd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿGÝÿÿTSRP3 V7dcccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccStalker kit (S&P)ÍÍÍÍÿÿ CPartKitObCPKOdd€ÿ! A Stalker prefers to carry no more gear than he can comfortably strap to his back. He wears well-made but unpretentious clothing, similar to that of a laborer or peasant, that allows him to blend in with crowds. Though he can wear any type of armor (see Special Benefits) he favors leather. Stalkers almost never carry shields, finding them awkward and restrictive. At the beginning of his career, a Stalker receives a free "terrain suit" (see Chapter 7). The terrain suit corresponds to his primary terrain (night black for Urban). HumanBlind Fighting EtiquetteModern LanguagesPersuasion (CRE)Trail Marking (CRE)Trail Signs (CRE) Lower class Lower class Lower class Lower class Lower class Lower class Lower class Lower class Lower class Lower class Lower classÿÿÿÿÿÿÿÿe öÿÿÿ 22ArmorerBowyer/FletcherFarmerFisherForesterGamblerGroomHunterJewelerLeather WorkerLimner/PainterMasonMiner NavigatorNo SkillSailorScribe Shipwright Tailor/WeaverTeamster/FreighterTrader/BartererTrapper/Furrier WeaponsmithWoodworker/CarpenterÿÿÿÿÿÿCNumListAlertness (CRE)Camouflage (CRE)cÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿe BlowgunDaggerDagger, stilettoDartKnife QuarterstaffSling Sword, rapier Sword, shortÿÿÿÿÿÿ_CClassesAllowedHelperObRanger