Escolar Documentos
Profissional Documentos
Cultura Documentos
Combat styles : the same combat style cannot be stacked, but it can be taken for a
different weapon. A lower style may be taken instead of an higher one.
Combat Style :
(CS) *get 1 extra deflect with weapon of choice
*get permanent +1hr with weapon of choice
*get delay ability with weapon of choice
*get improved disarm ability with weapon of choice
*get permanent +1dmg with weapon of choice
*get permanent h:+1ac/1 with weapon of choice
*get permanent m:+1ac/1 with weapon of choice
*get permanent +1 initiative with weapon of choice
Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor
to improve the attitude of an animal (such as a bear or a monitor lizard).
This ability functions just like a diplomacy check to improve the attitude
of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his
charisma bonus to determine the wild empathy check result. The typical domestic
animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other,
which means that they must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1 minute, but,
as with influencing people, it might take more or less time. The ranger can also
use this ability to influence a magical beast with an intelligence score of 1 or 2
(such as a basilisk or a girallon), but he takes a -4 penalty on the check.
Spell list
1 2
Alarm animal messenger
Animal friendship cure light wounds
Delay poison detect chaos/evil/good/law
Detect animals or plants hold animal
detect snares and pits protection from elements
entangle sleep
magic fang snare
pass without trace speak with plants
read magic summon nature's ally II
resist elements
speak with animals
summon nature's ally I
3 4
control plants cure serious wounds
cure moderate wounds freedom of movement
diminish plants nondetection
greater magic fang polymorph self
neutralize poison summon nature's ally IV
plant growth tree stride
remove disease wind wall
summon nature's ally III
tree shape
water walk
Favored Enemies :
type (subtype) Examples
Abberation beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey dryad
Giant ogre
Humanoid (aquatic) merfolk
Humanoid (dwarf) dwarf
Humanoid (elf) elf
Humanoid (goblinoid) hobgoblin
Humanoid (gnoll) gnoll
Humanoid (gnome) gnome
Humanoid (halfling) halfling
Humanoid (human) human
Humanoid (orc) orc
Humanoid (reptilian) kobold
Magical beast displacer beast
Monstrous humanoid minotaur
Ooze gelatinous cube
Outsider (air) arrowhawk
Outsider (chaotic) demon
Outsider (earth) xorn
Outsider (evil) devil
Outsider (fire) salamander
Outsider (good) angel
Outsider (lawful) formian
Outsider (native) tiefling
Outsider (water) tojanida
Plant shambling mound
Undead zombie
Vermin monstrous spider
Spells / Level
1 2 3 4
0
0
1
1
1 0
1 0
1 1
1 1 0
1 1 1
1 1 1
2 1 1 0
2 1 1 1
2 2 1 1
2 2 2 1
3 2 2 1
3 3 3 2
3 3 3 3
4 3 3 3
4 3 3 3
5 3 3 3
5 3 3 3
5 4 3 3
5 4 3 3
5 4 4 3
5 4 4 3
5 4 4 4
5 4 4 4
5 5 4 4
5 5 4 4
5 5 5 4
5 5 5 4
5 5 5 5
5 5 5 5
y with it, for each type of favored enemy he has.
to his weapon.. This takes 1 day and 1 night, requiring solitude.