Популярные вопросы

Ranger initiative 5e

Add +1 hit point to the ranger's animal companion. If the half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points. skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed. 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. Add +¼ dodge bonus to armor Class against the halfling 's favored enemies. The ambusher, bully, daredevil, feytouched companion, precocious companion, totem guide, tracker, verdant companion, and wrecker archetypes are all particularly appropriate for a ranger's. Gain a +½ bonus on damage dealt to dogs (and dog-like creatures) and horses (and horse-like creatures). 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). A ranger gains Endurance as a bonus feat at 3rd level. Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal–5 penalty. He takes only a–10 penalty (instead of the normal–20) when moving at up to twice normal speed while tracking. 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. A ranger adds half his level (minimum 1) to Survival. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake ( viper or constrictor ), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks. Add a +½ bonus on Perception and Survival checks made on the Plane of Shadow. Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed. Add DR 1/magic to the ranger's animal companion. Each time the ranger selects this benefit, the DR /magic increases by +½ (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR. A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival. Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +½ on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.