Pathbuilder 2e DANI

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

10/03/2023 12:34 Pathbuilder 2e

Dani Ranger 5
N Medium Human Versatile Heritage Humanoid
Perception +12;
Languages None selected
Skills Acrobatics +9, Arcana +11, Athletics +6, Crafting +11, Intimidation +7, Lore: Warfare +11, Medicine +12,
Nature +10, Occultism +13, Stealth +9, Survival +10, Thievery +9
Str +0, Dex +3, Con +3, Int +4, Wis +3, Cha +0
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin,
Soap, Alchemist's Tools, Thieves' Tools (Infiltrator Picks), Bolts (10)

AC 22; Fort +12, Ref +12, Will +12


HP 73
Recognize Spell Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line of
sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such
a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and
it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical
success, but can’t get a worse result than success). The highest level of spell you automatically identify
increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana,
Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re
not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the
spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly
recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another
spell entirely, of the GM’s choice.

Speed 25 feet
Melee Dagger +12 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Ranged Crossbow +12 (Crossbow), Damage 1d8 P
Running Reload You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are
holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a
Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this
does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if
you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1
day.
Hunt Prey You designate a single creature as your prey and focus your attacks against that creature. You
must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2
circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival
checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second
range increment against the prey you’re hunting. You can have only one creature designated as your prey at a
time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature
loses the designation and the new prey gains the designation. Your designation lasts until your next daily
preparations.
Focus Spells (1 points) Gravity Weapon Duration 1 minute You build up gravitational force and funnel it into
your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each
round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
Additional Feats Alchemical Crafting, Experienced Tracker, Godless Healing, Gravity Weapon, Monster Hunter,
Monster Warden
Additional Specials Hunter's Edge (Outwit), Trackless Step

https://pathbuilder2e.com/statblock.html 1/1

You might also like