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Started by Sierra, July 15, 2017, 01:26:15 PM

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Sierra

They go here.

The Basics:

The Pathfinder SRD is here: http://www.d20pfsrd.com/

Your starting level is 3. Chargen will be the usual best of two Hatebot rolls. Starting cash is the standard 3,000 gp. It's recommended that you invest it carefully. Freely looting the dead might be more frowned upon here than you're accustomed to.

House Rules:

Alignment does not exist. Anything with alignment-based DR will have it replaced by material-based DR.

Most common classes on the SRD are theoretically available, but check with me before making plans. Barbarian and Paladin are a particularly poor fit for this campaign, and Druid is likely only applicable for non-human characters, if at all. We'll discuss domains and favored weapons if/when anyone runs a cleric (ditto for sorcerer bloodlines).

Expected player races are limited to human, half-elf, and elf. I'd prefer not to have an entire party composed of the latter two categories, however (or even a majority of it). Most other common races simply do not exist; I'm not averse to there being exotic holdouts hiding in plain sight, but I'd need to hear a really good excuse/concept.

Spells such as Resurrection and Raise Dead are not known to exist in this setting.

Take max roll for your first two HD.

Guns exist in this setting. Their rarity is, as far as SRD levels go, "Commonplace," which in mechanical terms means that they count as martial weapons and cost 25% the listed price (which is still a substantial chunk of cash for your average peasant). Anything listed under Early Firearms can be purchased in any town of respectable size. Anything in the Advanced Firearms category does not exist, period.

Available languages are as follows:

Verdani: You live here, so you know this one. If you only have one language, this is it.

Old Grinvaldian: Even before emigration, the imperial tongue had drifted far from its ancient roots. Some manifestations of the old tongue still make an appearance in official documents, legal terminology, fine art, and the writings of the learned or just pretentious.

Elven: The elves of Verdana maintain their own ancestral language when not mingling with human society. Linguistic differences between the elves of Verdana, Artimulia, and the Sed Desert are sufficiently slight as to prevent little obstacle to mutual understanding.

Sylvan: The language of the fey. The fairy tongue is curiously consistent across regions and across continents.

Isveni: The language of the thaumatocracy.

Akaian: The language of the sultanates.

Basse: The language of the Maritime Republic.

Kadji: The language of the remote empire of Kadj.

~

Some context for character backgrounds

The party will be members of the Civilian Militia in the town of Rocina. This is a modest-sized settlement of a few thousand people not far from the much larger provincial capital of Solfrina. The latter is within range of an afternoon's walk whenever one wishes to find some moderately urban excitement for a weekend's evening, though it's likely that one would feel it necessary to find lodgings for the night and return the next day rather than spend a few hours walking home in the dark. Rocina looks up on the eastern edge of the Alcara Hills, and is thus situated squarely in the center of the kingdom.

One needn't necessarily be locally born and bred. The kingdom has seen much social displacement from the west in recent years, though there is less obvious reason for someone from the metropolitan east to relocate to this bucolic corner of the country.

Reasons for joining the watch can be varied, as can the nature of service. Some join up simply for the pay or a chance at social advancement, others from a sense of civic duty, or, in less heavily-populated areas, simply for the sake of socialization and a sense of safety in numbers. Some are career and others pitch in a half-shift of watch duty after other work. The institution was initially jury-rigged of necessity on the frontier, and the discipline of an organized police force in a nation that previously lacked one is still developing. Militia officers have learned to be flexible in making the most appropriate use out of such disparate materials. Rookie constables get guard duty, those without martial experience get at least a crash course, and only after some experience standing watch will most officers send a squad out to respond to violent infractions or potential bandit activity.

This latter situation is where we find the party: individuals just experienced enough to be dispatched to respond to potentially dangerous incidents. I leave it to the party to decide what degree of mutual familiarity they may already possess. You may be complete strangers, you may recognize one another from name and appearance, or you may have established personal relationships. But your level of professional experience should certainly be of this degree.

Your commanding officer in Rocina is Sergeant Cala Embriz. Everyone should recognize the name, if not necessarily be personally familiar.

Ebiris

#1
Leona Corinth
Background
Spoiler: ShowHide


Leona has lived in Rocina all her life, having been born from the union of a local girl and an elf vagrant, she had few prospects for ever really making something of herself. Her family being of low status to start with, being born as a half-elf hasn't greatly impaired her more than a human girl in her situation would, although the pointed ears offsetting her comely looks do prevent any chance of her being able to marry upwards in life. Still, not content to settle for a life of small-town mediocrity she scrimped and saved while selling off home-brewed moonshine in order to found a small brewery, using skills learned from one of her uncles to begin producing intoxicants for Rocina's taverns and stores, with an eye to expanding into nearby Solfrina.

Unfortunately her brewery was struck by a meteorite and destroyed a few months ago, a calamitous event that was lucky not to see any of the workers killed. It did set Leona's business aspirations back by years, and even worse for her resulted in a strange spiritual entity bonding with her. Neither she nor any sages she's been able to pin down are quite certain if it was something that dwelt inside the meteorite or if the trauma of the event unlocked some hidden magery in her soul or called forth a nearby spiritual being. The point is however that the unassuming half-elven girl can now transform into a multi-armed monstrosity of wicked rending claws, which while nice for putting off unwanted suitors isn't particularly relevant to Leona's aspirations in life. Unfortunately having suddenly manifested an ability with obvious martial potential she found herself facing a great deal of social pressure to do her civic duty and enlist with the militia - after all, it's not as if she has a brewery to run anymore, right?

Bowing to the inevitable (no one would want to buy drinks from someone that shirks their responsibilities to town and country, and she's already up against preconceptions thanks to her ears), Leona is now a highly visible part-time member of the militia, doing what she can to put in appearances while she struggles to rebuild her business.


Class: Synthesist Summoner 4
Race: Half-Elf
Gender: Female
Hero Points: 2

Init: +2; Senses: Low-Light Vision; Perception: +8

AC: 12 (+2 dex), touch 12, flat-footed 10
hp: 35
Fort +4, Ref +3, Will +7 (+2 vs enchantment)
Defensive Abilities: Sleep immunity, shielded meld

Speed: 30
Melee:
Ranged: Masterwork light crossbow +6 (1d8)
Special attacks: Fused Eidolon, fused link, cantrips, summon monster II (7/day), spells

Str 15, Dex 14, Con 16, Int 14, Wis 16, Cha 18
Base Atk +3; CMB +5; CMD 17
Feats: Skill Focus (profession brewer) (B), Extra Evolution, Power Attack
Traits: Axe to grind (+1 damage to foes threatened just by her), Defensive Strategist (not flat-footed during surprise rounds)
Skills: Knowledge (dungeoneering) +9, Perception +9, Profession (Brewer) +13, Use Magic Device +11
Languages: Verdani, Elven, Basse, Akaian

Spells known (DC 14 + spell level)
0: (unlimited) Detect magic, guidance, mage hand, mending, message, open/close
1: (4) Grease, mage armour, lesser rejuvenate eidolon, enlarge person
2: (2) Haste, summon eidolon

Eidolon
Init: +1; Senses: Darkvision; perception +16

AC: 19 (+1 dex, +2 shield, +6 natural), touch 10, flat-footed 16
hp: 32
Fort +5, Ref +4, will +9 (+2 vs enchantment)
Defensive Abilities: Evasion

Speed: 30
Melee: 4 claws +8 (1d6+5 and bleed)
Ranged:
Special attacks: Bleed (1d6 bleed damage on claw attacks)

Str 21, Dex 13, Con 13
Base Atk +3; CMB +8; CMD 19
Evolutions: Claws (free), limbs (arms) (free), limbs (legs) (free), (6) limbs (arms) (2), claws (1), improved damage (claws) (1), bleed (claws) (1), improved natural armour (1), ability increase strength (2), skilled perception (1)
Half-elf favoured class: Add 1/4 level to evolution pool

Inventory
3212gp
Cost of Living: Average (100gp/month)

Belt of Giant Strength +2
Masterwork light crossbow
Wand of lesser rejuvenate eidolon (50 charges)
Wand of cure light wounds (46 charges)
5 scrolls of magic fang
4 scrolls of expeditious retreat

Carthrat

#2
Santiago Ruiz-Rodriguez

Background
Spoiler: ShowHide

Santiago has a singular, all-encompassing path in life that he decided to follow long ago. It is his very destiny to study at the famous Carmelian Conservatory in Vildiana, and win a starring role in one of the great operas of this century- the Lamento de Hirastus, that soulful story of forbidden love between trespassing man and immortal elf (an eternal favourite among the somewhat foolish nobility of the nation, few of whom have ever met a real elf face to face.)

Every day he rises only to take a further step on this path, for what greater glory can there be than to perform before a stage of Vildiana's finest?

Yet today that goal seems further away than ever. The fees to attend the Conservatory are tremendous- and money alone is not enough. Success at auditions and influential contacts are also required to earn a place at such a prestigious establishment. His family in itself, of humble stock, see the finer arts as good enough diversions but hardly anything a sensible man should try to make a career out of. (As they own a popular tavern in Rocina at which flamenco dance is a traditional pastime, they should perhaps know better.) His  truest supporter appears to be his little sister, Isabella, who has her own fantasies about the glamorous social life that comes through being attached to Vildania's famous artists (and could kindly be said to be hoping to cash in on whatever social clout she can get her hands on. She could very well be considered the practical sibling.)

If there is anything the military needs more of, it is loud voices able to boom messages over great distances. In this regard Santiago is unmatched within his locality; his daily vocal training takes place at dawn and is far more reliable than the crowing of a rooster. The late risers in Rocina have thus attributed a variety of extremely un-amusing puns to Santiago, which when voiced in his presence are typically the heated precursor to a challenge. As Santiago stands over six feet tall and has the defined musculature of a career athlete, he thus far has not had to actually make good on his professed skill at arms.

Unfortunately for him, such a reputation has made him a target for recruitment by the local militia. To not join is unthinkable; it would be the end of civic duty, an end to courage, the end of any hopes of career advancement not based on merit! Santiago thus has had no choice but to enlist in hopes that he can parley military service into the honors and recommendations necessary to fund a real education. Like all true musicians, he commands a natural facility with magic that has also raised hopes for his potential. His unwillingness to learn 'battle-magic' has thus far disappointed Sergeant Embris, who continues to hope in vain for fireballs and summoned legions to do her work for her.

(Truth be told, he also hopes to embroil himself in a dramatic conflict that can serve as a muse in the future. The thought of his family and friends being slaughtered by bandits is also a horrifyingly real danger that he refuses to accept.)

Santiago is fortunate, in a way; he cuts the spitting image of Vildiana's idealized young man; an artists perfect model. Tall, square-jawed, with aquiline features and a fabulous moustache, he looks equally at home dancing upon tables with the rough and ready as he does donning a military uniform and marching down the square. The informal nature of their service sees him treating rank as a recommendation at best.

Proud of his abilities and overconfident about his future, Santiago never feels the need to talk down to others or disparage their chosen paths. To him, opera is life and life is a stage; others have their own roles to perform and though he often does not understand why they do what they do, he will steadfastly encourage others to never settle for anything but their very best.


Core Stats
HP: 4d8+8 (37)
Speed: 30ft
Abilities: Str 18, Dex 15, Con 15, Int 14, Wis 14, Cha 19
Init: +8
Saves: Fort +4, Ref +7, Will +7 (+4 vs. bardic perfomrance, sonic, language-dependent effects)
AC: 17 (Touch 12, Flat-Footed 15)
BaB: +3
CMB: +7
CMD: 19

Traits
Savant - +2 to Perform (Sing) Checks
Reactionary - +2 Init

Weapons & Attacks

MW Longspear: +8, 1d8+6, 10ft Reach, Piercing
Longsword: +7, 1d8+6, Slashing, 19-20/x2
Composite Shortbow: +5, 1d6+4, Piercing, x3

Skills (39; +3 from Favoured Class Bonuses)
Bardic Knowledge: All Knowledge checks can be made untrained; all knowledge checks get +1 bonus.
Versatile Performance (Sing) - Substitute Perform (Sing) value for Bluff/Sense Motive checks.
Languages: Verdani, Old Grinvaldian, Basse, Elven

QuoteAcrobatics: 3 (+8)
Bluff: +13 (VP)
Climb: 1 (+7)
Diplomacy: 4 (+11)
Disguise: 1 (+8)
Knowledge: History: 1 (+7)
Knowledge: Local: 3 (+9)
Knowledge: Nobility/Royalty: 1 (+7)
Knowledge: Religion: 1 (+7)
Knowledge: Arcana: 3 (+9)
Intimidate: 4 (+11)
Linguistics: 1 (+6)
Perform (Dance): 4 (+11)
Perform (Sing): 4 (+13)
Profession (Bartender): 1 (+6)
Sense Motive: (+13) (VP)
Spellcraft: 3 (+8)
Use Magic Device: 4 (+11)

Feats (3)
Improved Initiative (+4 init)
Combat Reflexes (+2 AoO's, can AoO when flat-footed)
Power Attack (-1 attack, +2/+3 damage on melee)

Spells
Quote0 - infinite/day (DC 15) - Light, Message, Detect Magic, Ghost Sound, Know Direction, Mending
1 - 4/day (DC 15) - Hideous Laughter, Grease, Silent Image, Charm Person, Disguise Self
2 - 2/day (DC 16) - Heroism, Sound Burst

Special
Bardic Performance - 14rd/day; Standard Action to Start, Free Action to Maintain. Audible or Visual components.
QuoteCountersong (Substitute Perform Check for Saving Throw vs. sonic/language dependent magical attack. Audible only.)
Distraction (Substitute Perform Check for Saving Throw vs. illusion (figment) or illusion (pattern).)
Fascinate (DC 17) - Up to 2 creatures sit quietly and watch
Inspire Courage (+1 attack/damage, +1 saves vs. fear)
Inspire Competence (+2 to a skill check)


Gear
1608gp, 91sp

MW Long Spear
Long Sword
Composite Short Bow (+3 str)
+1 Chain Shirt
Cloak of Resistance +1
Wand of Cure Light Wounds (41xCharges)
4x Potion of Cure Moderate Wounds
2x Scroll of Locate Object
2x Scroll of Delay Poison

Amura's Tear: This amulet allows the wearer to reroll any healing effect that they employ and take the better result. This effect applies not only to spells, but to effects from wands, potions, etc. This benefit does not apply to healing effects used upon the wearer by others, only to healing initiated by the wearer himself.


Cost of Living - Average (100gp/month)
Sundries
Fine Wine
Ham & Cheese
Masterwork Manacles
Mirror
Whistle
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin

#3
Luiza de la Vega [lvl4 Human Swashbuckler]
Gender: Female, Height: 5'7'', Weight: 137lbs, Age: 17

1 Hero Point! 6/6 Panache!
HP: 41
Init: +9 [-2 swashbuckler initiative]
Speed: 30ft (land)/ 50ft (on horseback)
Armor Class: 16 touch, 21 normal. [-4 armor, -6 flat-footed, +3 dodging panache, 0 armor penalty]
Base Attack: +4
CMB: +5
CMB/Rapier Disarm: +13
CMB/Whip Disarm: +9
CMD: 20 [+3 dodging panache, +4 vs disarm from improved disarm+fencing grace]
Full Attack (Rapier): +11, 1d6+6 18-20/x2, +4 damage precise strike
Space/Reach: 5ft/5ft
*Deeds: Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative
*Special Qualities: Swashbuckler Finesses (Ex), Charmed Life (Ex), Nimble (Ex), Panache (Ex)
Saves: Fort +4, Ref +9, Will +2
Abilities: STR 12 (+1), DEX 20 (+5), CON 16 (+3), INT 15 (+2), WIS 13 (+1), CHA 16 (+3)
Languages: Verdani, Elven

*4+2+1
*Skills: Acrobatics +11 (3, Dex+), Bluff +9 (3, Cha+), Diplomacy +9 (3, Cha), Escape Artist +9 (1, Dex+), Intimidate +9 (3, Cha+), Knowledge/Local +6 (1, Int+), Knowledge/Nobility +6 (1, Int+), Perception +7 (3, Wis+), Profession/Baker +7 (1, Wis+), Ride +9 (1, Dex+), Sleight of Hand +9 (1, Dex+).

Traits: Chance Savior, Armor Expert
Feats: Weapon Focus/Rapier, Combat Expertise, Improved Disarm, Fencing Grace.

Items: Explorer's Outfit (10gp), Adventuring Kit (tm, 25gp, 52lb), Light Warhorse (110gp), Rapier +1 (2,020gp), Masterwork Chain Shirt (250gp), Masterwork Whip (301gp), Perfume Kit (40gp, 10 uses), Baker's Kit (40gp, +2), FUNDS 204gp, amulet of natural armor +1.
Scrolls:
Potions:

Panache
Spoiler: ShowHide

More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.


Deeds
Spoiler: ShowHide

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.


Swashbuckler
Spoiler: ShowHide

Swashbuckler Finesse (Ex)

At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex)

At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex)

At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Bonus Feats

At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Swashbuckler Weapon Training (Ex)

At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
Swashbuckler Weapon Mastery (Ex)

At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).


Math
Spoiler: ShowHide

[23:23] <Serith> Annerose's Scores: 17, 16, 16, 15, 13, 12

lvl4:
[22:56] <Luiza> roll 1d10
[22:56] <Rei-chan> Luiza rolled : 1d10 --> [ 1d10=8 ]{8}
<Steph> I might have made a terrible mistake

Nephrite

#4
Morrison Garlonth

Background

Spoiler: ShowHide




Morrison grew up in Verdana with his mother and father as an only child. He never really got along with anyone his age and seemed to prefer the forests around Vildiana to anything else. As he grew up, his attitude never seemed to change even as the seasons did.

Unfortunately, his traipsing around the forest got him into a great deal of trouble in his teenage years. A necromancer's pet gone awry or something else no one will know, but he was left severely injured and disfigured in an attack by an undead creature. However, his love of the forest was rewarded that same day -- fairies, nymphs, sylphs, whatever they were, he still doesn't know, came to his aid. They gave him his sight back, but said that the scars would not heal -- it was a pact to remember his sylvan allies forever.

He withdrew even further from his family and set off on his own to wander the countryside after that. He eventually came to Rocina and joined up with the Militia. He could continue to work by himself if he chose to, which was just fine for him.


Hit Points: 52
Init: +4
Speed: 30 ft
Armor Class: 18 (Armor, Dex), 10 touch, 10 flatfooted
Base Attack: 4
CMB:6 (4 + 2)
CMD: 18 (10 + 4 + 4)
Full Attack: 1d20+8/1d20+8 to hit (Rapidshot), 1d8+2 damage
Space/Reach: 5ft/5ft
Special Attacks: Rapidshot, Point-Blank Shot, Precise Shot
Special Qualities: Favored Enemy (Undead)(+2), track, wild empathy, favored terrain (forest)(+2), endurance, nature's healing, Hunter's Bond (1/2 favored enemy bonus to all allies within 30ft for 2 rounds), Hunter's Eyes
Languages: Verdani, Elven, Sylvan
Saves: Fort 7  Reflex 8 Will 4 (+1 to mind affecting)
STR 15 DEX 19 CON 16 INT 14 WIS 14 CHA 8

Combat Cheatsheet

Spoiler: ShowHide
If enemy is within 30ft:

1d20+9 to hit, no penalty to shooting into melee
Rapidshot fires 2 times at +7


Items

Spoiler: ShowHide
Masterwork Backpack, 50gp (+1 STR for purposes of carrying)
Ioun Torch, 75 gp
Masterwork Longbow, Composite (+2), Made of Living Steel 1100 gp
Mithral Shirt (+4 AC, +6 Max Dex, 10% Arcane failure and no ACP), 1100 gp
Sleeves of Many Garments (200g)

100 Durable Arrows (100g)
190 Common Arrows (10g)

3 Potions of Cure Light Wounds (1d8+1) 150 gp

Bedroll (1s)
Winter Blanket (5s)
Trail Rations/10 (50s)

214 gold 44 silver


Skill Ranks
(All at Level(4)+3):

Spoiler: ShowHide
STR (+2)

Climb

DEX (+4)

Acrobatics
Stealth

CON (+3)

INT (+2)

K:Dungeoneering
K:Geography
K:Nature

WIS (+2)

Heal
Perception
Survival

CHA (-1)


Feats & Traits:

Spoiler: ShowHide
Level 1 (Ranger 1): Weapon Focus (Longbow)
Level 1 (Human Extra): Point Blank Shot
Level 2: Precise Shot (Ranger Combat Feat)
Level 3: Rapidshot
Level 3: Endurance (via Ranger)
Level 4: Hawk's Eyes (Ex) As a standard action, you can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. You may also apply stealth attack damage, if applicable, to such a target.

Issian - +1 Will save to resist mind-affecting
Earning Your Freedom - +1 Will Saves


Ranger Skills and Abilities:

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Favored Enemy (Ex) (Undead)

At 1st level, a spell-less ranger can select a creature type from Table: Spell-less Ranger Favored Enemies. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex)

Add half the spell-less ranger's level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex)

A spell-less ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The spell-less ranger rolls 1d20 and adds his spell-less ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the spell-less ranger and the animal must be within 30 ft. of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The spell-less ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but suffers a –4 penalty on the check.

Stealth Attack

If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft.

Stealth attacks are possible only when a spell-less ranger is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy.


Nature's Healing (Ex)

Beginning at 3rd level, a spell-less ranger's extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains.

In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:

Long-Term Care: If the spell-less ranger's Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the spell-less ranger's favored terrains.

Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a spell-less ranger can restore an additional 1d6 hp plus 1 hp for every three spell-less ranger levels he possesses. A spell-less ranger does not need a healer's kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.

Treat Poison: If a spell-less ranger's Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.

Treat Disease: If a spell-less ranger's Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.


Favored Terrain (Ex)

At 3rd level, a spell-less ranger may select a type of terrain from the favored terrains table.

He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A spell-less ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, he may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, these bonuses do not stack; simply use whichever bonus is higher.


Hunter's Bond (Ex)

At 4th level, the spell-less ranger form a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 ft. who can see or hear him. This bonus lasts for a number of rounds equal to the spell-less ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.



Build Notes and Math

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Human bonus point into dex for 19

[13:57] <Nephrite> roll 1d10
[13:57] <Serith> Nephrite roll for Serith < 10 > [d10=10]

Level 4 HP:

[11:38] <Nephrite> roll 1d10
[11:38] <Serith> Nephrite roll for Serith < 10 > [d10=10]

[19:20] <Serith> Nephrite's Scores: 17, 16, 15, 14, 14, 8


Skill Points 6+2 = 8*3 = 24+3 = 27