HARSK                                                                            RANGER           1
ANCESTRY DWARF (STRONG-BLOODED) BACKGROUND SCOUT
SPEED 20 FEET                   PERCEPTION       +7 (EXPERT)
                                                                                                                                             EQUIPMENT
                                                                                        DARKVISION
                                                                                                               BULK       7, 4L
ALIGNMENT LAWFUL NEUTRAL                                                                                       WORN       backpack, studded leather
LANGUAGES           COMMON, DWARVEN                                                                            WEAPONS clan dagger, dwarven waraxe, hatchet, heavy crossbow (20 bolts)
                                                                                                                       backpack, bedroll, two belt pouches, chalk (10 pieces), flint and steel,
STRENGTH                             DEXTERITY                           CONSTITUTION                          STOWED grappling hook, lesser elixir of life, 50 feet of rope, 2 weeks’ rations, soap,
                        MODIFIER                             MODIFIER                               MODIFIER           torches (5), and a waterskin
  STR            16      (+3)          DEX            16      (+3)         CON             14        (+2)      WEALTH     2 gp, 8 sp, 1 cp
INTELLIGENCE                         WISDOM                              CHARISMA
                        MODIFIER                             MODIFIER                               MODIFIER
   INT           10      (+0)          WIS            14      (+2)         CHA              8        (–1)
                                        STRIKES
      [one-action] clan dagger +6 (agile, dwarf, parry, versatile B), 1d4+3 piercing
MELEE [one-action] dwarven waraxe +6 (dwarf, sweep, two-hand d12), 1d8+3 slashing
      [one-action] hatchet +6 ( agile, sweep, thrown 10 feet), 1d6+3 slashing
RANGED [one-action] heavy crossbow +6 (range incremement 120 feet, reload 2), 1d10 piercing
                                         SKILLS
  ACROBATICS (DEX)                           ARCANA (INT)                         ATHLETICS (STR)
        +6  •                                     +0                                   +6       •
   CRAFTING (INT)                         DECEPTION (CHA)                         DIPLOMACY (CHA)
        +3 •                                    –1                                      –1
 INTIMIDATION (CHA)                      FOREST LORE (INT)                          LORE (OTHER; INT)
        +2 •                                   +3       •                                 +0
   MEDICINE (WIS)                           NATURE (WIS)                           OCCULTISM (INT)
        +2                                      +5      •                               +0
PERFORMANCE (CHA)                          RELIGION (WIS)                           SOCIETY (INT)
       –1                                         +2                                     +0
    STEALTH (DEX)                          SURVIVAL (WIS)                          THIEVERY (DEX)
        +6      •                               +5      •                                +3
• = TRAINED •• = EXPERT ••• = MASTER
                    FEATS AND ABILITIES
ANCESTRY ABILITIES darkvision, Dwarven Weapon Familiarity*, strong-blooded
                   dwarf
CLASS FEATS        Crossbow Ace
SKILL FEATS                Forager
CLASS FEATURES             Hunt Prey, hunter’s edge (flurry)
*Abilities with an asterisk have already been calculated into Harsk’s statistics and do not appear
elsewhere.
                                     DEFENSES
                    HIT POINTS              ARMOR CLASS                 RESISTANCE
                         22                        18                      POISON 1
                    FORTITUDE                   REFLEX                      WILL
                           +7                     +8                         +5
                                                                                                                                  WHAT IS A RANGER?
                                                                                                               You are a skilled scout and hunter, excelling in tracking down and defeating
Strong-Blooded: Harsk has a benefit on saves against poison effects.                                           your chosen prey.
                              HARSK
                            EQUIPMENT                                                                    FEATS AND ABILITIES
The following rules apply to Harsk’s equipment.                                           Harsk’s feats and abilities are described below. His Dwarven Weapon
Agile (trait): The multiple attack penalty you take on the second attack each                Familiarity feat is already applied in his character statistics.
  round with this weapon is –4 instead of –5, and –8 instead of –10 on the                Crossbow Ace: When you’re wielding a crossbow and use Hunt Prey or use
  third and any further attacks in the round.                                                Interact to reload your crossbow, you gain a +2 circumstance bonus to
Dwarf (trait): Dwarves craft and use these weapons.                                          the damage roll of your next Strike with that crossbow and increase the
□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate [one-action]      damage die to 1d12. You must make the attack before the end of your turn
  (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and                or these benefits are lost.
  gain a +1 item bonus to saving throws against diseases and poisons for 10               Darkvision: You can see in the dark as well as you can in bright light, though
  minutes.                                                                                   your darkvision is in black and white.
Grappling Hook: You can throw a grappling hook with a rope tied to it to make             Forager When using Survival to Subsist, if you roll any result worse than a
  a climb easier. To anchor a grappling hook, make a secret attack roll against              success, you get a success. On a success, you can provide subsistence living
  a DC depending on the target (typically 20). On a success, your hook has                   for yourself and four other creatures (eight others on a critical success).
  a firm hold, but on a critical failure, the hook seems like it will hold but               Creatures with substantially different appetites than a human might be
  actually falls when you’re partway through.                                                treated as multiple creatures for the purpose of this feat.
Parry (trait): This weapon can be raised defensively to block attacks. While              Hunt Prey [one-action] You designate a single creature you can see or are currently
  wielding this weapon, you may use an Interact action to position it                        tracking as your prey. You gain a +2 circumstance bonus to Perception
  defensively, gaining a +1 circumstance bonus to AC until the start of your                 checks when you Seek your prey and a +2 bonus to Survival checks when
  next turn.                                                                                 you Track your prey. You also ignore the penalty for making ranged attacks
Reload 2 (trait): It takes 2 Interact actions to reload this weapon.                         within your second range increment against the prey you’re hunting.
Sweep (trait): When you attack with this weapon, you gain a +1 circumstance                  You can only have one creature designated as your prey at a time, and
  bonus on your attack roll if you already attempted an attack this turn                     designating a new creature as your prey causes any previously marked
  against a different creature from your target.                                             creature to lose the designation. Your designation otherwise lasts until your
Thrown (trait): You can throw this weapon as a ranged attack. A thrown                       next daily preparations.
  weapon adds your Strength modifier to damage just like a melee weapon                   Hunter’s Edge (Flurry): Your multiple attack penalty for attacks against your
  does. When this trait appears on a melee weapon, it also includes the range                hunted prey is -3 (-2 with an agile weapon) on your second attack of the
  increment in feet.                                                                         turn and -6 (-4 with an agile weapon) on your third or subsequent attack of
Two-Hand (trait): This weapon can be wielded with two hands, changing its                    the turn.
  weapon damage die to the indicated value.                                               Strong-Blooded: Each of your successful saving throws against a poison
Versatile (trait): A versatile weapon can be used to deal an alternate damage                affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical
  type listed. For instance, a piercing weapon that has “versatile S” can be                 success against an ongoing poison reduces its stage by 3, or 2 for a virulent
  used to deal piercing or slashing damage. Choose the damage type each                      poison.
  time you make an attack.