| Character Name: Arrane_Sooree | Race: Forest Gossamar | Age: 217 |
| Profession: Ranger (Prestige Class) | Ethic: Neutral Good | Gold: 200 |
| Experience: 400 | Level: 2 | Hit Points: 25 + 3 | Magic Points: |
| Sex: Female | Height: 5'4" | Weight: 117 lbs |
| Eye Color: Amethyst | Hair Color: Brown |
| To Hit: 25% + 5 = 30% thrown/shot & melee 25% + 5 + 5 + 5 + 2 = 42% (bow) 25% + 5 + 5 = 35% (longsword/scimitar) |
Evade: 25% |
| STR: 18 | Damage Bonus: + 2 dmg melee |
| DEX: 18 + 2 | Bonus: + 5% Evade; + 5% Hit thrown/shot; + 3 dmg thrown/shot; + 5% Hit melee |
| CON: 19 + 1 | Bonus: + 3 hp; 25% immunity against poisons |
| COM: 15 | Bonus: N/A |
| WIS: 16 | Prayer Bonus: + 5%, + 1 dmg |
| INT: 16 - 1 | Bonus: knows common and 4 other languages |
| CHARM: 13 - 2 | Bonus: N/A |
| MAGIC: 5 | Bonus: 10% chance of Power surge |
| Deity: Lunarin: God of Balance, and the Neutral Paladins |
Deity: Silvia: Goddess The All-Mother of LotSM, Earth, Nature, Seasons and Wildlife |
Deity: Chance: God of Chance, Fortune, Luck, Mischief, and Travel |
Deity: Bedlam: God of War, Glory, and Strength | |
Rangers start as priests of Silvia and Bedlam at level 1 but cannot use the priest prayers until level 3 to prove they are strong enough, hence the requirement of 16 wisdom and have the same percents of priests. Lvl 3 Nature Walk: This Prayer to Silvia allows the Ranger to actually make a direct connection with nature giving them + 10 % to hit and +5% to evade **note this cannot be used where the land is Dead** Lvl 4 Silvias Touch: This prayer to Silvia heals one person for 1d5 "+1 per a lvl begining at lvl 2" Lvl 5 Bedlam's Ferel Fury: This Prayer to Bedlam allows the ranger to connect with the speed and strength of a bear, giving them + 3 to dmg for d6 rounds Lvl 6 Silvia's Tears: This Prayer to Silvia heals the lands 1d100 feet for every lvl past lvl 4 in a destroyed or infertile area with rain falling from the blue skies. Lvl 7 Silvia's Sight: This Prayer to Silvia allows the Ranger to Actually see through a given animal's eyes for d20 rounds. Lvl 8 Bedlam's Natural Armor: The Ranger is able to create additional armor for himself, made from the elements provided around him, be it earth, stone, wood, or water. The element called forth melds to his/her touch and forms onto his body, over his current armor (if any) granting a +5% soak for every lvl. Lvl 9 Silvia's healing breath: This prayer to Silvia heals all in the party d6+4 heal for d3 rounds. "If succesful the Ranger cannot do any other action but evade for the amount of rounds rolled + 1 round in addition, a Ranger must be of Lvl 9 or higher for this to work at all. |
| Skill 1: Find Water | 10 mins to use; char. only move at 1/2 normal rate; only used once per day; allows char. to find enough water to sustain himself for one day. +5% (Ranger) |
| Skill 2: Foraging | 5%/level |
| Skill 3: Rope Use | familiar with all sorts of knots; can tie knots that slip, hold tightly, slide slowly, or loosen with quick tug; if hands bound & held with a knotted rope make skill check to escape. |
| Skill 4: Weapon Improvisation | found usable weapon 1d6 dmg from area around him |
| Ranger Skill % Base: 30% | |
| Animal Friendship | + 2% |
| Animal Lore | +2/level |
| Animal Speak | |
| Bowing/Fletching | construction time for long/short bow 1 week, composite bows 2 weeks, up to 20, 1d8 arrows made in 1 day |
| Climbing | + 2% |
| Direction Sense | + 2% |
| Herbal Lore | |
| Hunting | + 2% |
| Leather Working | |
| Plant Recognition | |
| Plant Remedies | |
| Stealth | + 2% |
| Tracking | |
| Wilderness Survival | + 2 to Con vs starvation |
| Fighting Skill: Archery | + 2% to Archery |
| Evade Skill: Quickness | + 2% Evade |
| Companion: N/A | Allies: Ghost "Rangers" |
| Body: Studded Leather | 23% soak - 1% Evade |
| Shield: Buckler | 5% Soak |
| Helm: Cap | 3% Soak |
| Foot Wear: Slippers | + 4% Evade |
| Misc: | Soak % Total: 31% | Evade Mod. Total: 25 + 5 + 2 - 1 + 4 = 35% |
| Crossbow/10 Bolts, 1D7 | Longsword,1D8 |
| Small Adventurer's Pack, Small Waterskin, Small Sack, 1 Longsword, 1 Studded leather, 1 Buckler, 1 cap, 1 slippers, 6 Torches. 1 Flint and Steel, 1 Waterflask, 1 Fishing string and Hooks, 2 Small pouches (small pouches contain 2 herbs apiece), 2 large pouches for herbs with herbs for wounds and to stop infections (large pouches contain 3 herbs apiece), 1 50 foot rope. |
| Registry Date:08/10/01 | Last Update: 25/11/01 |