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Shorafa Pamodae

Embrianna's page

294 posts. Alias of Joy.


Full Name

Embrianna

Race

Half-Orc

Classes/Levels

Guide (Ranger) / 1

Gender

Female

Size

medium

Age

22

Alignment

Neutral Good

Deity

Erastil

Languages

Common, Orc, Sylvan

Strength 16
Dexterity 15
Constitution 10
Intelligence 10
Wisdom 13
Charisma 10

About Embrianna

Combat:

HP: 10/10
AC: 18
Flat-Footed: 16
Touch: 13

Init: +2
BAB: +1
Melee: +4
Ranged: +3

CMB: 4
CMD: 16

Saving Throws
Fortitude: +3
Reflex: +4
Will: +1

Weapons
Dagger / damage 1d4+3 / crit 19–20/×2 / range 10 ft. / type P or S
Greataxe / damage 1d12 / crit ×3 / type S
Longbow / damage 1d8 / crit ×3 / range 100 ft. / type P

Skills:

Knowledge Nature +4 [1rank+3inclass]
Knowledge Geography +5 [1rank+3inclass+1trait]
Handle Animal +4 [1rank+3inclass]
Survival +5 [1rank+3inclass+1wis]
Profession Trapper +5 [1rank+3inclass+1wis]
Stealth +6 [1rank+3inclass+2dex]
Perception +5 [1rank+3inclass+1wis]

Feats:

Dodge

Trait:

Restless Wayfarer:
You have long led a nomadic life—
perhaps because your parents were travelers (whether
roaming Varisian caravaneers or traveling merchants
who traded far and wide), you belonged to a nomadic
tribe, or you ran away from home to discover the world
at a young age. Some call it wanderlust, but to you the
thought of new places and experiences is truly what
makes life worth living, and no region catches your
imagination like the windswept wilderness of the
North. You are used to getting along in unfamiliar
lands and interacting with interesting new people. You
gain a +1 trait bonus on Knowledge (geography) and
Knowledge (local) checks, and one of these skills (your
choice) is a class skill for you. You can also speak one
additional language (this does not count toward your
number of languages).

Resilient:
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Appearance:

Height: 6'1"
Weight: 145 lbs
Hair: Jet black, straight hair reaching to her shoulders
Eyes: Amber

Embrianna is a tall, half-orc female who generous curves are hidden underneath her armor. Her shoulder length hair looks as if she chopped it that length herself with her dagger and she usually keeps it pulled back in a small ponytail.

Background:

When cautiously traveling through an area know for conflicts between human and orc settlements, Leihana Oakenheart and her wolf companion came across an unpleasant sight. A newborn infant had been left exposed to the elements in a small clearing. Thinking to at least give the tiny body a proper burial, Leihana was surprised to see that a spark of life remained in the little one. Unable to simply abandon the infant, Leihana chose to take it with her, thinking that perhaps she would be able to find a nice family to care for the child.

A closer examination of the infant though, proved that the task of finding her a home would prove difficult. The little girl appeared to be of mixed human and orc parentage. Most likely that was the cause of her being left out in the wild to die. Though she was obviously not wanted, her birth mother must not have been able to kill her child with her own hand.

Naming the child Embrianna, after that spark of life she had still seen within her, Leihana made the decision to raise the child on her own and to teach her to ways of the wild and the worship of Erastil.

Half-Orc Racial Traits:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Equipment:

Wealth
starting wealth - 175
5 gp / 4 sp

Armor
Scale Mail / 50 gp / 30 lbs.

Weapons
Dagger / 2 gp / 1 lb.
Greataxe / 20 gp / 12 lbs.
Longbow / 75 gp / 3 lbs.

Gear
backpack / 2 gp / 2 lbs
bedroll / 1 sp / 5 lbs
blanket / 5 sp / 3 lbs
waterskin / 1 gp / 4 lbs
trail rations / 4 gp / 8 lbs
Rope, hemp (50 ft.) / 5 gp / 10 lbs
Tindertwig / 1 gp
Travelers Outfit / 1 gp / 5 lbs
Cold-weather outfit / 8 gp / 7 lbs.
Wooden Holy Symbol of Erastil / 1 gp

Ranger Guide notes:

Ranger

rack (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his 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 ranger and the animal must be within 30 feet 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 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.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A 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, the ranger 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, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Guide

Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features.

Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.

Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.

Ranger's Luck (Ex): Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion.

Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.

Improved Ranger's Luck (Ex): Upon reaching 16th level, the ranger's luck increases. He gains a +4 bonus on his rerolls made with the ranger's luck ability, or if he forces an enemy to reroll an attack, that enemy takes a –4 penalty on the roll. This bonus or penalty is also applied on any roll to confirm critical hits. This ability replaces improved evasion.


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