x-Alëck Shadowstrider

Dungeon Rover (Ranger)


XP 000

Human Dungeon Rover (Ranger) 1

CG Medium humanoid (human)

Init +2


AC 15 , touch 12, flat-footed 13
Studded leather +3 apc–1 SF 15% 30 ft.

HP 12 (1d10+2)

Fort© +4, Ref(d) +4, Will(w) +2 lvl1(2/2/0)

Speed 30 ft.

Base Atk +1; CMB +; CMD
Power attack

longsword 4(3 PA) (1d8+3/19–20) DAM+3(+5 PA)


Special Attacks favored enemy Undead +2 (att & dam)


Str 16(3), Dex 14(2), Con 14(2), Int 10 Wis 14(2) 10

Skill points 6+(int)1(human) =7
Climb (Str) 7 (1/3/3)
Craft (Int)
Disable device(dex) 6 (1/3/2)
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 4 (1/3)
Knowledge(engineering) (Int) 4 (1/3)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Perception (Wis) 6 add. +2 when stone scouting) (add.
2 vs. Undead)
Profession (Wis)
Spellcraft (Int0
Stealth (Dex)
Survival (Wis) 6
Swim (Str) 7

Languages Common

Favored enemy Undead

+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.

Stone Scouting (Ex)

A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.This ability replaces track.

Vermin Affinity (Ex)

A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check.This ability replaces wild empathy.

POWER ATTACK You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a 2 bonus on all melee damage rolls. This bonus to damage is increased by half (50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

CLEAVE As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.


x-Alëck Shadowstrider

Emerald Spire RKraus Alamuerte