Curse of the Crimson Throne
Undines / Ranger
CN Medium humanoid
Init +5; Dark Vision 60’, Perception +9
AC 19, touch 14, flat-footed 15 (+5 armor, + shield, +4 Dex,)
Fort +6, Ref +9, Will +3
Cold Resistance: 5
Speed 30 ft. Swim Speed: 30
Base Atk +5; CMB +7; CMD 21
Melee 8) (1d8+3)(19-20)
Melee 8) (1d6+2)(18-20)
Melee touch attack (11)(1d8+3) (20) / Within 30’ (4)
Ranged ranged touch attack (+9)(20)
Ammunition +1 Arrows (10)
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
1st Level: Outsider (evil)
5th Level: Humanoid (human)
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
3rd Level: Urban (buildings, streets, and sewers)
Spell-like Ability (CL 1st)
Hydraulic push 1/day (caster level equals the undine’s level).
Spells (CL 4th; DC 12 + level, concentration +6)
1st — 1/day
Abilities: Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 7
Feats: (1st) Point Blank Shot (3rd) Weapon Focus – Long Bow, (Bonus) Endurance, (5th) Rapid Shot
Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Weapon Focus (Combat) – Long Bow
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Rapid Shot (Combat)
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Combat style feat:
Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Skills: Climb (5), Craft (), Diplomacy (2), Handle Animal (4), Heal (9), Intimidate (-2), Knowledge (dungeoneering) (5), Knowledge (geography) (6), Knowledge (nature) (6), Perception (9), Profession (), Ride (7), Spellcraft (), Stealth (12), Survival (6), and Swim (2).
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.
1st Level: Outsider (evil)
5th Level: Humanoid (human)
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 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, but he takes a –4 penalty on the check.
Tracker of the Society (Ranger, Pathfinder Society) : You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.
Tortured: You gain a +1 bonus on Reflex saves.
Hero Points: 3
Armor: +1 Studded Leather
Weapon: +1 Longsword
Weapon +1 Silver Rapier
Weapon: Masterwork +2 Str Composite Longbow
Ammunition: +1 Arrows (10) / Arrows (100)
Ring: Ring Of Featherfall
Other Weapons: Acid Flask (3) (1d6+1) 10’ Range, Thunderstone (1)
Potions: Potion of Cure Mod (2), Oil of Keen Edge, Elixer of Vision, Dust of Appearance(2), Potion of Remove Disease (1)
Other Equipment: Ranger Kit – backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin., Golden Skeleton Key, Gaedren’s Business Ledger
Undine Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider: Undines are outsiders with the native subtype.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine’s level).
Energy Resistance: Undines have cold resistance 5.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.