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Igor.rock-clan.deother alignment, but every alignment and philosophy is Religion: Scouts have varied and individual takes on
(excerpt from Complete Adventurer, page 10) religion, and no single religion stands out as typical of the Any force on the move, whether it’s an army or an class. Scouts occasionally pay homage to deities of nature, adventuring group, needs information about what’s ahead but these devotions are more a personal choice on the part of and what’s behind and, more important, time to prepare for an individual than any outgrowth of their training. Scouts battle. A scout can navigate difficult terrain at good speed, don’t see nature as a force in its own right, and this belief is and she specializes in seeing her foe before the opponent one of the most profound differences between the scout and ever detects her presence. In a dungeon or in the wild, a the ranger classes. Where the ranger sees nature as scout is seen only when she wants to be.
something to be revered and protected, the scout sees it as Adventures: Scouts adventure for numerous reasons.
the terrain over which she must do her job. Although a scout Many have a role in a military organization. Whether serving might love nature for its beauty or for the solitude she can as outriders for a large army or as foresters for a small find within it, she’ll never draw power from nature the way a border fort, these scouts venture into the wilderness under orders. Although more common than other scouts, those Background: Many scouts receive military training and
attached to the military are unlikely to have the time or serve for a time as outriders for an army. They perfect their permission necessary to undertake regular adventures. techniques while trying to spot and hide from large groups of Instead, adventuring scouts come from rural villages, having foes. The crucible of military service turns out tough, honed their skills over a lifetime of wandering the woods. independent scouts accustomed to working on their own or Others have left their military service behind and find in small groups. Such steady individuals make great themselves attracted to the adventuring lifestyle. Many additions to adventuring parties, and their expertise is often adventuring scouts begin their careers as guides hired to lead other adventurers through the wilderness. Those who find the excitement and challenge of adventuring to their Other scouts come from a wide variety of backgrounds. taste then seek out a group of their own.
Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the Characteristics: A scout has some training in weapons
countryside, spending month after month exploring the wild and a unique combat style that favors fast movement and in their leisure time. Scouts from such diverse backgrounds devastating attacks. She excels in performing during running often take up adventuring to leave their home communities battles, which allow her to maximize her special fighting behind. Having exhausted the potential for exploration in techniques and high movement rate. Although a scout can their home region, they seek a wider variety of experience hold her own in a fight, she’s at her best before combat and wish to see a broader portion of the world.
begins, when she can use her powers of stealth and observation to find an enemy and give her companions Races: Humans make excellent scouts. Their adaptable
accurate information about what they face. The scout is a nature allows them to perfect a wider variety of skills than backcountry expert, exceeding even the ranger’s ability to most other races, and they make good use of the scout’s navigate rough terrain and lead a group of companions many abilities. Elves and halflings are the most naturally gifted scouts; both races have produced nimble scouts with amazing abilities of stealth and observation. While halflings The scout also excels in a dungeon environment, and she have more innate talent for sneaking than elves do, the can find and disable traps as well as any rogue. As a scout greater speed of elf scouts gives them advantages of their advances in level, her senses become amazingly acute, and she can eventually operate normally even in total darkness.
Dwarves and gnomes make respectable underground Alignment: Scouts can be of any alignment, and a scout’s
scouts, and the scout’s bonuses to speed offset one of these alignment is often shaped more by her personal background races’ greatest weaknesses. Combined with the dwarf’s than from any training. The notable exceptions to this are the knack for operating in areas of earth and stone, scout many scouts who receive their training in a military training can turn dwarves into impressive underground organization—such scouts are carefully and rigorously explorers—although most dwarves prefer a more taught, and are almost always lawful in alignment. Outside of straightforward approach to combat and dislike the skirmish military organizations, more scouts are neutral than any TABLE 1–2: THE SCOUT
Fort Ref Will
Save Save Save Special
+1 Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step +3 Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC) +6 Battle fortitude +3, blindsight 30 ft., bonus feat Other Classes: Scouts work well with members of almost
plants, incorporeal creatures, and creatures immune to extra any other class. Skilled and adaptable, they thrive when they damage from critical hits are not vulnerable to this can complement a slower and louder group of adventurers or additional damage. The scout must be able to see the target soldiers. Scouts move ahead of such a group for brief well enough to pick out a vital spot and must be able to reach periods, stealthily checking the next room or forest clearing such a spot. Scouts can apply this extra damage to ranged for foes, and then circling back again to ensure that enemies attacks made while skirmishing, but only if the target is are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to At 3rd level, a scout gains a +1 competence bonus to which a scout can fall back when pressed. Clerics, wizards, Armor Class during any round in which she moves at least 10 and others willing to cast spells that enhance a scout’s feet. The bonus applies as soon as the scout has moved 10 mobility or stealth make her job easier, and are welcome feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at Conversely, a scout also welcomes a group made up 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
entirely of stealthy characters such as rogues, rangers, A scout loses this ability when wearing medium or heavy ninjas, and fellow scouts. This group moves much more armor or when carrying a medium or heavy load. If she gains quietly than a normal adventuring party, and it is seldom the skirmish ability from another class, the bonuses stack.
Trapfinding (Ex): A scout can use the Search skill to
Role: A scout plays several roles in most adventuring
locate traps with a DC higher than 20, and she can use groups. First and foremost, a scout excels at detecting an Disable Device to bypass a trap or disarm magic traps. See enemy or creature before being detected herself. Whether the rogue class feature, page 50 of the Player’s Handbook.
moving well ahead of the group or guarding the rear, a scout Battle Fortitude (Ex): At 2nd level, a scout gains a +1
is the character most likely to discover a potential threat and competence bonus on Fortitude saves and initiative checks. be ready to act in combat. Serving as a backup melee This bonus increases to +2 at 11th level and +3 at 20th level. combatant or ranged expert in battle, she provides support A scout loses this bonus when wearing medium or heavy for the more straightforward fighters in the group and armor or when carrying a medium or heavy load.
confuses and distracts the enemy. A scout’s stealth and trapfinding ability make her the natural choice for entering Uncanny Dodge (Ex): Starting at 2nd level, a scout
cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Fast Movement (Ex): Starting at 3rd level, a scout’s
Scouts have the following game statistics.
gains a +10 foot enhancement bonus to her base land speed. Abilities: Dexterity helps scouts become stealthy and
At 11th level, this bonus increases to +20 feet. See the monk overcome their lack of access to heavy armor. Wisdom also is class feature, page 41 of the Player’s Handbook.
important because it affects many skills, especially Spot and A scout loses this benefit when wearing medium r heavy Listen, that most scouts consider vital to their ability to armor or when carrying a medium or heavy load.
survive in the wild and to detect enemies efficiently.
Trackless Step (Ex): Beginning at 3rd level, a scout
Alignment: Any. Scouts in military service are usually
cannot be tracked in natural surroundings. See the druid lass feature, page 36 of the Player’s Handbook.
Hit Die: d8.
Bonus Feats: At 4th level and every four levels thereafter
Starting Gold: 5d4×10 gp.
(8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat A scout’s class skills (and the key ability for each skill) are Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Great Fortitude, Hear the Unseen†, Improved Initiative, Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Knowledge (geography) (Int), Knowledge (nature) (Int), Point Blank Shot, Precise Shot, Quick Draw, Quick Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Spring Attack, Track. She must meet all the prerequisites for Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope Skill Points at 1st Level: (8 + Int modifier) × 4.
Evasion (Ex): Beginning at 5th level, a scout can avoid
Skill Points at Each Additional Level: 8 + Int modifier.
damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s All of the following are class features of the scout.
Flawless Stride (Ex): Starting at 6th level, a scout can
Weapon and Armor Proficiency: Scouts are proficient
move through any sort of terrain that slows movement (such with all simple weapons, plus the handaxe, throwing axe, as undergrowth, rubble, and similar terrain) at her normal short sword, and shortbow. Scouts are proficient with light speed and without taking damage or suffering any other Skirmish (Ex): A scout relies on mobility to deal extra
This ability does not let her move more quickly through damage and improve her defense. She deals an extra 1d6 terrain that requires a Climb or Swim check to navigate, nor points of damage on all attacks she makes during any round can she move more quickly through terrain or undergrowth in which she moves at least 10 feet. The extra damage that has been magically manipulated to impede motion.
applies only to attacks taken during the scout’s turn. This A scout loses this benefit when wearing medium or heavy extra damage increases by 1d6 for every four levels gained armor or when carrying a medium or heavy load.
above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at Camouflage (Ex): Beginning at 8th level, a scout can use
the Hide skill in any sort of natural terrain. See the ranger The extra damage only applies against living creatures class feature, page 48 of the Player’s Handbook. She loses that have a discernible anatomy. Undead, constructs, oozes, this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the
blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Hide in Plain Sight (Ex): Beginning at 14th level, a scout
can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a scout
can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (Ex): A 20th-level scout gains the blindsight
ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
(excerpt from Pathfinder Alpha 3, page 9) Since the dawn of history, the elves have looked upon the other races from their forest abodes, watching them grow and prosper, struggling through barbarism and war. The elves are eternal, or nearly so, having life spans that rival the mighty dragons. While most elves live in woodland settings, others dwell in towering elven cities, full of graceful spires that blend in with the surrounding trees. Some elves choose to leave their kin behind and mingle with the other races, dwelling alongside them but never quite belonging. Elves are patient craftsmen, spending years perfecting their art, be it sword smithing, armor crafting, poetry, or song.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves
are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet. Low-
Light Vision: Elves can see twice as far as humans in
conditions of poor illumination.
Keen Senses: Elves receive a +2 bonus on sight- and
sound-based Perception checks. They can make a
Perception check to spot a secret or concealed door if
they pass within 10 feet, regardless of whether or not
they are actively looking.
Elven Immunities: Elves are immune to magic sleep
effects and get a +2 racial saving throw bonus against
enchantment spells or effects.
Elven Magic: Elves receive a +2 racial bonus on caster
level checks made to overcome spell resistance. In
addition, elves receive a +2 racial bonus on Appraise skill
checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows
(including composite longbows), longswords, rapiers, and
shortbows (including composite shortbows), and treat any
weapon with the word “elven” in its name as a martial
Languages: Elves begin play speaking Common and
Elven. Elves with high Intelligence scores can choose any
of the following: Draconic, Gnoll, Gnome, Goblin, Orc, and
Favored Class: The favored class of elves is ranger or
wizard. This choice must be made at 1st level and cannot
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.
(excerpt from Pathfinder Alpha 3, page 35) Combat Style Feat (Ex): At 2nd level, a ranger must
select one of two combat styles to pursue: archery or two- Hit Die: d10.
weapon combat. This choice affects the character’s class features but does not restrict his selection of feats gained through normal advancement. He can choose these feats, The ranger’s class skills are Climb (Str), Craft (Int), Handle even if he does not have the normal prerequisites.
Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge If the ranger selects archery, he can choose from the (dungeoneering) (Int), Knowledge (geography) (Int), following list whenever he gains a combat style feat: Careful Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Targeting, Point Blank Shot, Precise Shot, and Rapid Shot. At Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and 6th level, he adds the following feats to his list: Exact Targeting and Many Shot. At 11th level, he adds the Skill Ranks Per Level: 6 + Int modifier
following feats to his list: Pinpoint Targeting and Shot on the Run.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style All of the following are class features of the ranger.
feat: Deft Shield, Double Slice, Two-Weapon Defense, and Weapon and Armor Proficiency: A ranger is proficient
Two-Weapon Fighting. At 6th level, he adds the following with all simple and martial weapons and with light armor and feats to his list: Improved Two-Weapon Fighting and Weapon Swap. At 11th level, he adds the following feats to his list: Favored Enemy (Ex): At 1st level, a ranger may select a
Greater Two-Weapon Fighting and Two-Weapon Rend.
type of creature from among those given on the Ranger The benefits of the ranger’s chosen style feats apply only Favored Enemies Table. The ranger gains a +2 bonus on when he wears light or no armor. He loses all benefits of his Bluff, Perception, Sense Motive, and Survival checks when combat style feats when wearing medium or heavy armor.
using these skills against creatures of his selected type. Endurance: A ranger gains Endurance as a bonus feat at
Likewise, he gets a +2 bonus on weapon attack and damage Favored Terrain (Ex): At 3rd level, a ranger may select a
At 5th level and every five levels thereafter (10th, 15th, type of terrain from among those given on the Favored and 20th level), the ranger may select an additional favored Terrain Table. The ranger gains a +2 bonus on Knowledge enemy from those given on the table. In addition, at each (geography), Perception, Stealth, and Survival skill checks such interval, the bonus against any one favored enemy when he is in this terrain. Likewise, he gets a +1 bonus on (including the one just selected, if so desired) increases by initiative checks when in this terrain.
At 8th level and every five levels thereafter (13th and 18th If the ranger chooses humanoids or outsiders as a favored level), the ranger may select an additional favored terrain enemy, he must also choose an associated subtype, as from those given on the table. In addition, at each such indicated on the table. If a specific creature falls into more interval, the skill bonus in any one favored terrain (including than one category of favored enemy, the ranger’s bonuses do the one just selected, if so desired) increase by +2, while the not stack; he simply uses whichever bonus is higher.
TABLE: RANGER FAVORED ENEMIES
If a specific terrain falls into more than one category of Type (Subtype)
favored terrain, the ranger’s bonuses do not stack; he simply TABLE: RANGER FAVORED TERRAINS
Track (Ex): A ranger adds half his level to Survival skill
Hunter’s Bond (Ex): At 4th level, a ranger forms a bond
checks made to follow or identify tracks.
with those he hunts with. This bond can take one of two Wild Empathy (Ex): A ranger can improve the attitude of
forms. The first is a bond to his companions. This bond an animal. This ability functions just like a Diplomacy check allows him to spend a move action to grant half his favored to improve the attitude of a person. The ranger rolls 1d20 enemy bonus against a single target to all allies within 30 and adds his ranger level and his Charisma bonus to feet who can see or hear him. This bonus does not stack with determine the wild empathy check result. The typical any favored enemy bonuses possessed by his allies; they use domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
The second option is to form a close bond with an animal To use wild empathy, the ranger and the animal must be companion. A ranger who selects an animal companion can able to study each other, which means that they must be choose from the following list: badger, camel, dire rat, dog, within 30 feet of one another under normal visibility riding dog, eagle, hawk, horse (light or heavy), owl, pony, conditions. Generally, influencing an animal in this way takes snake (Small or Medium viper), or wolf. If the campaign 1 minute, but, as with influencing people, it might take more takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of TABLE 4–10: RANGER
Fort Ref Will
Spells per Day
Save Save Save Special
+0 1st favored enemy, track, wild empathy +6 4th favored terrain, combat style feat options: porpoise, Medium shark, and squid. This animal is a Evasion (Ex): At 9th level, a ranger can avoid even
loyal companion that accompanies the ranger on his magical and unusual attacks with great agility. If he makes a adventures as appropriate for its kind.
successful Ref lex saving throw against an attack that This ability functions like the druid ability of the same normally deals half damage on a successful save, he instead name, except that the ranger’s effective druid level is onehalf takes no damage. Evasion can be used only if the ranger is his ranger level. A ranger may select from the alternative wearing light armor or no armor. A helpless ranger does not lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, Quarry (Ex): At 11th level, a ranger can, as a standard
a ranger cannot select an alternative animal if the choice action, denote one target within his line of sight as his would reduce his effective druid level below 1st.
quarry. Whenever he is following the tracks of his quarry, a Spells: Beginning at 4th level, a ranger gains the ability to
ranger can take 10 on his Survival skill checks while moving cast a small number of divine spells, which are drawn from at normal speed, without penalty. In addition, he receives a the ranger spell list. A ranger must choose and prepare his +2 insight bonus on attack rolls made against his quarry and all critical threats are automatically confirmed. A ranger can To prepare or cast a spell, a ranger must have a Wisdom have no more than one quarry at a time and the creature’s score equal to at least 10 + the spell level. The Difficulty type must correspond to one of his favored enemy types. He Class for a saving throw against a ranger’s spell is 10 + the can end this effect at any time as a free action, but he cannot spell level + the ranger’s Wisdom modifier.
select a new quarry for 24 hours. If his quarry is killed, he can select a new quarry after waiting 1 hour. This ability Like other spellcasters, a ranger can cast only a certain does not confer the ability to know whether or not the quarry number of spells of each spell level per day. His base daily is still alive. The ranger must see proof that his quarry has spell allotment is given on Table 4–10. In addition, he been killed to select another after 1 hour.
receives bonus spells per day if he has a high Wisdom score. When Table 4–10 indicates that the ranger gets 0 spells per Camouflage (Ex): A ranger of 12th level or higher can
day of a given spell level, he gains only the bonus spells he use the Stealth skill to hide in any sort of natural terrain, would be entitled to based on his Wisdom score for that spell even if the terrain doesn’t grant cover or concealment.
level. The ranger does not have access to any domain spells Improved Evasion (Ex): At 16th level, a ranger’s evasion
or granted powers, as a cleric does.
improves. This ability works like evasion, except that while A ranger prepares and casts spells the way a cleric does, the ranger still takes no damage on a successful Reflex though he cannot lose a prepared spell to cast a cure spell in saving throw against attacks, he henceforth takes only half its place. A ranger may prepare and cast any spell on the damage on a failed save. A helpless ranger does not gain the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his Hide in Plain Sight (Ex): While in any sort of natural
terrain, a ranger of 17th level or higher can use the Stealth Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Quarry (Ex): At 19th level, the ranger’s ability
Woodland Stride (Ex): Starting at 7th level, a ranger
to hunt his quarry improves. He can now select a quarry as a may move through any sort of undergrowth (such as natural free action. He can now take 20 while using Survival to track thorns, briars, overgrown areas, and similar terrain) at his his quarry, while moving at normal speed without penalty. normal speed and without taking damage or suffering any 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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect Master Hunter (Ex): A ranger of 20th level becomes a
master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a Swift Tracker (Ex): Beginning at 8th level, a ranger can
standard action, make a single attack against a favored move at his normal speed while using Survival to follow enemy at his full attack bonus. If the attack hits, the target tracks without taking the normal –5 penalty. He takes only a takes damage normally and must make a Fortitude save or –10 penalty (instead of the normal –20) when moving at up to die. The DC of this save is equal to 20 plus the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
(excerpt from Complete Champion, page 50) CHAMPION OF THE WILDBy surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.
Replaces: To select this class feature, you must sacrifice
Benefit: You no longer gain spells as a ranger, but you can
now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose any feat from the following list for which you meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your HeadCW, Improved Disarm, Improved Favored EnemyCW, Improved Feint, and Improved Trip, as well as from one of the following lists, depending on your combat style.
Archery: Far Shot, Improved Precise Shot, Improved Rapid ShotCW, Manyshot, Point Blank Shot, Precise Shot, Ranged DisarmCW, Ranged PinCW, Ranged SunderCW, Sharp-ShootingCW and Shot on the Run.
Two-Weapon Combat: Greater Two-Weapon DefenseCW, Greater Two-Weapon Fighting, Improved Two-Weapon DefenseCW, Improved Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse.
Special: A ranger who selects this path can no longer use
scrolls, wands, or other magic items that require access to a spell list, unless he has another spellcasting class that grants access to the appropriate spells.
Benefit: You gain a +4 dodge bonus to Armor Class
against attacks of opportunity provoked when you make a ranged attack.
(Excerpt from the Player's Handbook, page 89) Special: A fighter may select Defensive Archery as one of his
You know how to fight in melee without being able to see (Excerpt from Races of the Wild, page 150) Benefit: In melee, every time you miss because of
concealment, you can reroll your miss chance percentile roll You’re good at avoiding attacks while moving quickly.
one time to see if you actually hit (see Concealment, page Prerequisite: Dex 13.
Benefit: When you move 40 feet or more in a single turn,
An invisible attacker gets no advantages related to hitting you gain a +2 dodge bonus to your Armor Class until the you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 Special: Expeditious Dodge can be used in place of the
bonus for being invisible (see Table 8–5: Attack Roll Dodge feat to qualify for a feat, prestige class, or other Modifiers and Table 8–6: Armor Class Modifiers, page 151 of the Player's Handbook). The invisible attacker’s bonuses do A fighter may select Expeditious Dodge as one of his still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general (Excerpt from Libris Mortis, page 27) reduces your speed to three-quarters normal, instead of one- half (see Table 9–4: Hampered Movement, page 163 of the You are adept at fighting incorporeal undead.
Prerequisite: Knowledge (religion) 8 ranks
Normal: Regular attack roll modifiers for invisible
Benefit: You gain a +2 insight bonus on attack roles and
attackers trying to hit you (see Table 8–5: Attack Roll weapon damage rolls against incorporeal undead. You also Modifiers, page 151 of the Player's Handbook) apply, and you gain a +2 bonus on all saving throws made to resist the lose your Dexterity bonus to AC. The speed reduction for spells or abilities of incorporeal undead.
darkness and poor visibility (see Table 9–4: Hampered Movement, page 163 of the Player's Handbook) also applies.
(Excerpt from Expanded Psionics Handbook page 47) Special: The Blind-Fight feat is of no use against a
character who is the subject of a blink spell (see page 206 of You are skilled at firing many arrows at once, even at A fighter may select Blind-Fight as one of his fighter bonus Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid
feats (see page 38 of the Player's Handbook).
(Excerpt from Heroes of Battle, page 96) Benefit: When you use the Manyshot feat, you can fire
each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each You are extraordinarily talented at making ranged attacks arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage Prerequisite: Point Blank Shot, Precise Shot
applies to each arrow fired, and, if you score a critical hit Benefit: When making a ranged attack against a foe who
with more than one of the arrows, each critical hit deals has cover due to the position of your ally or allies, your ranged attacks ignore the Armor Class bonus granted to the Special: A fighter may select this feat as one of his fighter
target because of cover. Cover from other sources is (Excerpt from Complete Warrior, page 101) Special: A fighter can select Coordinated Shot as one of
his fighter bonus feats (see page 38 of the Player's You know how to hit your favored enemies where it hurts.
(Excerpt from Pathfinder Alpha 3, page 66) Prerequisites: Favored enemy ability, base attack bonus
Benefit: You deal an extra 3 points of damage to your
You can make exceptionally deadly ranged attacks by favored enemies. This benefit stacks with any existing pinpointing a target’s weak spot, at the expense of making favored enemy bonus gained from another class.
Prerequisite: Dex 13, base attack bonus +1.
(Excerpt from Complete Warrior, page 101) Benefit: Add an amount equal to your Dexterity modifier
(or your base attack bonus, whichever is lower) to your You are an expert at firing weapons with exceptional speed.
ranged damage rolls for one round (in addition to the normal Prerequisites: Manyshot, Point Blank Shot, Rapid Shot.
damage modifier from a high Strength score, if applicable). Benefit: When using the Rapid Shot feat, you may ignore
Subtract the same amount from your ranged attack rolls for the –2 penalty on all your ranged attack rolls.
Special: A fighter may select Improved Rapid Shot as one
(Excerpt from Races of the Wild, page 150 (Excerpt from Player's Handbook, page 97) You can avoid attacks of opportunity when making ranged You can fire multiple arrows simultaneously against a nearby Prerequisite: Point Blank Shot.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an
Benefit: As a standard action, you may fire two arrows at
opponent engaged in melee without taking the standard –4 a single opponent within 30 feet. Both arrows use the same penalty on your attack roll (see Shooting or Throwing into a attack roll (with a –4 penalty) to determine success and deal Melee, page 140 of the Player's Handbook).
Special: A fighter may select Precise Shot as one of his
For every five points of base attack bonus you have above fighter bonus feats (see page 38 of the Player's Handbook ).
+6, you may add one additional arrow to this attack, to a (Excerpt from Player's Handbook, page 99) maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three You can use ranged weapons with exceptional speed.
Prerequisites: Dex 13, Point Blank Shot.
Damage reduction and other resistances apply separately Benefit: You can get one extra attack per round with a
ranged weapon. The attack is at your highest base attack Special: Regardless of the number of arrows you fire, you
bonus, but each attack you make in that round (the extra one apply precision-based damage (such as sneak attack damage) and the normal ones) takes a –2 penalty. You must use the only once. If you score a critical hit, only the first arrow fired full attack action (see page 143 of the Player's Handbook) to deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus Special: A fighter may select Rapid Shot as one of his
feats (see page 38 of the Player's Handbook).
fighter bonus feats (see page 38 of the Player's Handbook).
A 6th-level ranger who has chosen the archery combat A 2nd-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have style is treated as having Rapid Shot, even if he does not the prerequisites for it, but only when he is wearing light or have the prerequisites for it, but only when he is wearing no armor (see page 48 of the Player's Handbook).
light or no armor (see page 48 of the Player's Handbook).
(Excerpt from Player's Handbook II, page 81) (Excerpt from Player's Handbook, page 100) You send a powerful shot cleaving through your enemies.
You are highly trained in skirmish ranged weapon tactics.
Prerequisites: Str 15, Point Blank Shot, base attack
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot,
Benefit: When you make a ranged attack with a projectile
Benefit: When using the attack action with a ranged
weapon (such as a bow, crossbow, or sling), you can instead weapon, you can move both before and after the attack, choose to unleash a single, mighty attack that blasts through provided that your total distance moved is not greater than multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a Special: A fighter may select Shot on the Run as one of
separate attack roll against each creature in the line. If his fighter bonus feats (see page 38 of the Player's struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature (Excerpt from Complete Scoundrel, page 81) Special: A fighter can select Penetrating Shot as one of
You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities.
(Excerpt from Pathfinder Alpha 3, page 72) Prerequisite: Favored enemy, skirmish +1d6/+1 AC.
Benefit: Your ranger and scout levels stack for the
purpose of determining the extra damage and bonus to You can target the weak points in your opponent’s armor.
Armor Class granted when skirmishing. For example, a 4th- Prerequisites: Careful Targeting, Exact Targeting, base
level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when Benefit: As a full-round action, make a single attack. You
skirmishing, as if she were a 5th-level scout.
do not suffer any miss chance due to concealment and the Your ranger and scout levels also stack for the purpose of target gains no bonus to its armor class from cover. The determining when you select additional favored enemies, as target does not gain any armor, natural armor, or shield well as the total bonus granted against your favored bonuses to its armor class. You cannot select a target with enemies. For example, a 4th-level scout/1st-level ranger total cover or concealment. You do not gain the benefit of would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she (Excerpt from Player's Handbook, page 98) In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it You are skilled at making well-placed shots with ranged is normally immune to extra damage from critical hits or Benefit: You get a +1 bonus on attack and damage rolls
Special: A scout can select Swift Hunter as one of her
with ranged weapons at ranges of up to 30 feet.
scout bonus feats (see Complete Adventurer page 13).
Special: A fighter may select Point Blank Shot as one of
his fighter bonus feats (see page 38 of the Player's (Excerpt from Player's Handbook II, page 83) (Excerpt from Player's Handbook, page 98) When you strike an opponent’s vital areas, you draw on your ability to land crippling blows to make the most of your attack.
You are skilled at timing and aiming ranged attacks.
Prerequisite: Skirmish or sneak attack ability.
Benefit: When you score a critical hit against a target,
you deal your skirmish or sneak attack damage in addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks.
(Excerpt from Player's Handbook, page 102) WEAPON FOCUS [GENERAL]Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.) Prerequisites: Proficiency with selected weapon, base
Benefit: You gain a +1 bonus on all attack rolls you make
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats (see page 38 of the Player's Handbook). He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
(Excerpt from Races of the Wild, page 154) WOODLAND ARCHER [TACTICAL]You have honed your archery ability in the wilds of the forest.
Prerequisites: Point Blank Shot, base attack bonus +6.
Benefit: The Woodland Archer feat enables the use of
Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you’re able to quickly adjust your aim to compensate.
Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don’t incur the miss chance because you’re able to exactly duplicate your draw and aim.
Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the Player’s Handbook), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round.
Special: A fighter may select Woodland Archer as one of
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