Shalelu Andosana

Fillia Bloodstone's page

418 posts. Organized Play character for nightdeath.


Full Name

Fillia Bloodstone

Race

| HP:24/24| AC: 17/14/14|Init: +7| Perc: +12| Fort: +6| Ref: +9| Will: +2| CMB: +4| CMD: 17| L.bow: +5;1d8| S.Sword: +4;1d6+2|

Classes/Levels

Skills:
Acro:+8| App:+2| Bluff:+0| Climb:+1| Diplo:+4| DD:+7| H.Animal:+5| Heal:+5| Intim: +0| Kn.(Geo/Nat): +8| Kn.(Loc): +7| Kn.(Dun):+6| S.M: +1| Sleight:+7| Stealth: +7| Sur:+6| Swim: +5|

Gender

PFS #76925-38 Female Half-Elf NG Ranger 2/ Rogue 1

Size

Medium

Age

136

Special Abilities

Favored Enemy Human, Track, Combat Style: Archery, SA +1d6, Trapfinding

Alignment

Neutral Good

Deity

The Green

Languages

Common, Elven, Draconic, Skald

Strength 14
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 12
Charisma 10

About Fillia Bloodstone

--------------------

--------------------
76925-38 Fillia Bloodstone

--------------------

Character Crunch:

--------------------
Female Half-elf Ranger () 2 / Rogue () 1
Neutral Good Medium Humanoid
Init +7; Senses Lowlight Perception +12

--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+6 armor, +0 Shield, +3 Dex, +0 natural, +0 Dodge, +1 Deflection)
hp 24 (2d10+1d8) (+3 Con Bonus) (+0 Favored))
Fort +6, Ref +9, Will +2
Resist

--------------------
Offense
--------------------
Offenses
Speed 30 ft.
Ranged Longbow +5 (1d8 20/x3) (100Ft)
Melee Shortsword +4 (1d6+3 19-20/x2)
Melee Dagger +4 (1d4+3 19-20/x2)
Special Attacks SA +1d6
Spell-Like Abilities

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 14, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 17
Languages Common, Elven, Draconic, Skald
SQ

--------------------
Feats
--------------------
Skill Focus (Perception) (Racial Feat)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Improved Initiative (Level 1 Feat)
You get a +4 bonus on initiative checks.

Precise Shot (Combat Style Feat)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Point Blank Shot (Level 3 Feat)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

--------------------
Traits
--------------------
Resilient (Combat)
Growing up in a violent 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.

Devotee of the Green (Faith)
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

--------------------
Class Features
--------------------
Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (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.

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.

Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
A rogue can use Disable Device to disarm magic traps.

--------------------
Skills
--------------------
Acrobatics +8 (+3 Rank, +3 trained, +3 Ability, -1 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +4 (+1 Rank, +3 trained, +0 Ability)
Climb +1 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy +4 (+1 Rank, +3 trained, +0 Ability)
Disable Device +7 (+1 Rank, +3 trained, +3 Ability, -1 Armor)
Disguise +4 (+1 Rank, +3 trained, +0 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +3 Ability, -1 Armor)
Fly +2 (+0 Rank, +0 trained, +3 Ability, -1 Armor)
Handle Animal +4 (+2 Rank, +3 trained, +0 Ability)
Heal +5 (+1 Rank, +3 trained, +3 Ability)
Intimidate +0 (+0 Rank, +0 trained, +1 Ability)
Knowledge (Dungeoneering) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Geography) +8 (+2 Rank, +3 trained, +2 Ability, +1 Trait)
Knowledge (Nature) +8 (+2 Rank, +3 trained, +2 Ability, +1 Trait)
Knowledge (Local) +7 (+2 Rank, +3 trained, +02 Ability)
Linguistics +0 (+0 Rank, +0 trained, +0 Ability)
Perception +12 (+3 Rank, +3 trained, +1 Ability, +3 Feat, +2 Racial)
Perform +0 (+0 Rank, +0 trained, +0 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Ride +2 (+0 Rank, +0 trained, +3 Ability, -1 Armor)
Sense Motive +1 (+0 Rank, +0 trained, +1 Ability)
Sleight of Hand +7 (+2 Rank, +3 trained, +3 Ability, -1 Armor)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth +7 (+2 Rank, +3 trained, +3 Ability, -1 Armor)
Survival +6 (+1 Rank, +3 trained, +1 Ability)
Swim +5 (+1 Rank, +3 trained, +2 Ability, -1 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

--------------------
Magic
--------------------

--------------------
Special Abilities
--------------------
Favored Enemy (Human):
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

--------------------
Equipment
--------------------
Equipment list]
Melee Weapons Shortsword, Dagger
Ranged Weapons Longbow, 40 Arrows
Armor Studded Leather
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Thieves Tools
Magic Item
Wand of Cure Light Wounds (50/50)
Ring of Protection +1
Wealth 20gp

--------------------
Racial Traits
--------------------

Half-elf Racial Traits:

+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race..
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

--------------------
Background Story
--------------------

Filia Bloodstone :

--------------------
Appearance
--------------------

Filia Bloodstone Appearance:

Leather armor hugs the lithe and lean body of this Half elf, no stunning beauty but she holds an inner light of calm serenity wthin her ageless eyes. A longbow over her shoulder, shortsword sheathed at her side for easy reach, a dagger on the other. Her backpack like the rest of her attire is wrought of soft hide and dyed blue green to fit her forest and sea orgins.