Ruins of Adventure
Durell Farnhed (Sometimes called Homeland Bulwark)
Young and strapping, with a tousled crop of blonde hair, wearing brown cloak, shirt and pants
|Muscle||13||Open Doors 7||Bend Bars 5%|
|Con||14||Health||12||80% System Shock|
|Fitness||16||96% Resurrection Chance||+2 hp/level|
|Wis||16||Intuition||17||+10% earned XP|
|Cha||9||Leadership||5||2 Henchmen||-4 Loyalty|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +2 vs. Peasants, -4 vs. Orcs
Hit Points: 23
Armor Class: 4 (Dex, Elven Chain)
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 15
- Petrification/Polymorph: 14
- Breath Weapon: 16
- Spells: 16
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Longbow||2/round||+0||1d8||1d8||8||50 / 100 / 170|
|Quarterstaff||5 / 2 rounds||+1||1d6+2||1d6+2||4||melee||Both ends, as two-weapons|
Thief Skills: (in armor)
Non-Weapon Proficiencies: General, Warrior, Wizard
|Modern Languages (Common)||9||Animal Handling||14|
|Modern Languages (Cormanthan)||9||Fire-Building||15|
|Tracking||17||Local History (Dales)||9|
6 slots (General only)
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to his attack rolls.
- Favored Enemy (Orcs): Whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type.
- Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal’s reactions. When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise). When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods with a -1 penalty to resist the ranger’s overtures. If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.
- All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
- When in his homeland, the Peasant Hero will always be given food and shelter at no charge from his fellow commoners. This courtesy extends to the Peasant Hero’s companions, as long as he vouches for them. The Peasant Hero does not receive this benefit in lands other than his own, but he always receives a +2 reaction modifier from peasants in any culture.
- Unless it is known that the Peasant Hero has hurt people from his own community, he’ll always find people to put him up, hide him and companions from the law, supply them with food and drink and what little weaponry can be scraped together (usually daggers), and even provide them with helpers—earnest 0-level youths who want to grow up to be like their hero.
- Since the Peasant Hero is looked upon as a patron and hero by the people from his home, they will frequently come to him for help. Whenever the village is losing people to nocturnal predators, whenever a village overlord turns out to be a dangerous tyrant, whenever a local citizen is jailed and tried for something he didn’t do, the citizens turn to the Peasant Hero for help. And if he turns them away, he loses their respect and earns a –2 reaction from all of the peasants in the land until he is once again in his home community’s good graces.
- A ranger must always retain his good alignment. If the ranger intentionally commits an evil act, he automatically loses his ranger status. Thereafter he is considered a fighter of the same level. His ranger status can never be regained. If the ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil. The ranger instinctively knows what things he must do to regain his status (i.e., the DM creates a special adventure for the character).
- Furthermore, rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level.
- Tunic, Breeches
- Elven Chainmail (20 lbs)
- Longbow (3 lbs)
- Quarterstaff (4 lbs)
- Quiver w/ 30 Sheaf Arrows (4 lbs)
- Magical Shortsword
- Studded Leather Armor
Base Speed: 13
Total Weight of Gear: 31 lbs.
|Weight||0 – 135 lbs.||136 lbs.||137 lbs.||138 lbs.||139 lbs.||140 lbs|