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Harsk - Level 1

Harsk is a dwarven ranger scout with expertise in perception. He carries a variety of weapons including a clan dagger, dwarven waraxe, hatchet, and heavy crossbow. As a ranger, he can designate prey to gain bonuses to tracking and ranged attacks against. His abilities include darkvision, weapon familiarity, and resistance to poison.

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Joshua D. Kopp
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0% found this document useful (0 votes)
590 views2 pages

Harsk - Level 1

Harsk is a dwarven ranger scout with expertise in perception. He carries a variety of weapons including a clan dagger, dwarven waraxe, hatchet, and heavy crossbow. As a ranger, he can designate prey to gain bonuses to tracking and ranged attacks against. His abilities include darkvision, weapon familiarity, and resistance to poison.

Uploaded by

Joshua D. Kopp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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.

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