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ANSRAIL

elf ranger 20
You are a peerless archer, deadly at any range with your magic
arrows. And your elven senses make you the eyes and ears of the
party, noticing danger before it notices you.

ARMOR TOUCH FLAT- Up to +5 with defending weapon GRAPPLE


STR DEX CON INT WIS CHA CLASS FOOTED BONUS
34 20 29 +27
25 33 17 10 14 8
Evasion: Reflex half is Reflex negates for you
FORT REF WILL
+2 Will save against Enchantment effects
Mark ability score damage here
+20 +28 +13
MAX
HP
150
Mark damage taken here

YOUR ATTACKS
You can engage in melee combat in a pinch, but archery is where you really shine. Each round, youll need to decide whether to stay put and pump out lots of arrows (if your target
has a low AC), fire fewer arrows at a higher bonus (making normal attacks), or move and shoot (perhaps with Manyshot). Make sure you add the extra damage if youre fighting
aberrations, fiends, or dragons, and use your two arrows of slaying if you get a chance.

Defending Weapon: As a free action at the beginning of your turn, decide how much of the +5 from your defending greatsword
will apply to melee, and how much to your AC for the next round.You must wield the sword for the magic to work. (DMG p. 224.)
Favored Enemy: +4 damage against aberrations, evil outsiders, dragons, or undead, and +2 damage against constructs. (PH p. 47.)
Precise Shot/Improved Precise Shot: You shoot into melee without penalty and ignore most cover/concealment. (PH p. 96.)
Distracting Attack: If you hit a foe (melee or ranged), the next ally who hits that foe this round gets flanking bonus. (PH II p. 55.)
+5 Shocking Burst Bow: +39/+39/+34/+29/+24 (1d8+13 plus 1d6 electricity). Critical on 1920 at x3. (DMG p. 225.)
Crit damage: 3d8+39 plus 1d6 and 2d10 electricity.
within 30 ft.: +40/+40/+35/+30/+25 (1d8+14 plus 1d6 electricity). Critical on 1920 at x3. (DMG p. 225.)
Crit damage: 3d8+42 plus 1d6 and 2d10 electricity.
within 30 ft., Manyshot: +32 (1d8+14 four times). Standard action. Crit on 1920 at x3 (first arrow only). (PH p. 98.)
40 arrows: ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo
40 arrows: ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo
+5 Defending Greatsword: +32/+27/+22/+17 (2d6+15). Crit on 1920. Bonus may be lower due to defense. (DMG p. 224.)

YOUR SKILLS, ABILITIES, AND ACTIONS


ACTIVE SPELLS
INITIATIVE +15 SPEED 30 ft., fly 60 ft. (good) AND EFFECTS barkskin, resist energy (fire or acid) 20 (your choice)
Youre both stealthy and adept at detecting stealthy monsters, so you might want to walk point for your group.You can also heal your allies with your spells if you dont have a cleric
or druid with you.

Detecting Enemies: Action type varies.You have Listen +27 and Spot +27. (PH p. 78 and 83.)
Sneaking: You can Hide in plain sight, or move at half speed.You have Hide +44 and Move Silently +44. (PH p. 76 and 79.)
Search: Full-round action. You can sometimes detect traps and other dangers if you look for them.You have Search +23. (PH p. 81.)
Track: Move at half speed.You can track monsters through the dungeon with Survival +25. (PH p. 101.)
ooo Winged Boots: 5 minutes per flight. (DMG p. 250.)
Quick Draw: Get out your sword or bow as a free action. (PH p. 98.)

YOUR PREPARED SPELLS


Youve already cast barkskin and resist energy, so be sure to tell your teammates about their bonuses.

SPELL PEN +10 SAVE DC 12 + spell level


ooo Cure Serious Wounds: Touch heals target for 3d8+10 hp. (PH p. 216.)
1st 2nd 3rd 4th

ooo Neutralize Poison: Stops existing poisons or provides immunity for 100 min. (PH p. 257.)

TTTT Barkskin (cast before): Everybody gets +4 AC. (PH p. 203.)

TTTT Resist Energy (acid or fire) (cast before): Everybody gets resist acid 20 or resist fire 20. (PH p. 272.)

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