Gains one use at level 4 and an additional use every 4 levels thereafter. May use the Called Shot ability once per day.May achieve Grand Mastery (five slots) in longbows, shortbows, and crossbows.+1 to hit and damage rolls with any missile weapon every 3 levels.To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor. The Archer is the epitome of skill with the bow - the ultimate marksman, able to make almost any shot, no matter how difficult. Prime Requisites For Dual-Classing: Strength, Dexterity, Wisdom.May cast druidic spells starting at level 6.May use the Hide In Shadows ability while wearing no armor, leather armor, or studded leather armor.Rod/Staff/Wand, it will move and fight under the Ranger’s direction for 1 turn. CHARM ANIMAL: The Ranger can attempt to charm a single animal, such as a bear, wolf, or beetle.Gains one use at level 1 and an additional use every 2 levels thereafter. May use the Charm Animal ability once per day.Potential information that can be gained from tracking includes the number of creatures, the direction they were traveling in, and how long ago the tracks were made. TRACKING: The Ranger can attempt to look for tracks and gain information on what type of creatures, if any, have passed through the area.May use the Tracking ability at will (once per round). May select a racial enemy, which grants a +4 bonus to hit and damage rolls against the selected enemy race.Begins Specialized (two slots) in Two-Weapon Style and may place a third slot into it.May achieve Specialization (two slots) in any fighting style.May not exceed Specialization (two slots) in any weapon class.A Ranger needs to be strong and wise to the ways of nature to live a full life. The Ranger often protects and guides lost travelers and honest peasant-folk. The Ranger is a warrior and a woodsman who is skilled with weapons and is knowledgeable in the ways of the forest.
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