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About Guinevere "Gwen" DuchampGwen is a regular tomboy, much to her mother's dismay and her father's silent amusement. She's good-hearted but bursting with energy, a free spirit who sprints out of her parents' armor shop the first chance she gets. The docks and alleys of Korvosa are her playground, and she always seems to get out of troubles unscathed, sometimes due to her ingenuity and survival skills, sometimes out of sheer luck. Curious and adventurous, her only weak spot (well, beside a quite manly build) is a sharp tongue that she struggles to keep under strict control... A charmer, she's not, but quite the mate for a drink or an adventure! Statistics:
AC:17 - Touch:13 - Flat Foot.:15 - ^AC Penalty^:0 BAB: 4 - Fort: 7 - Ref: 7 - Will: 6 Melee: 8 - Ranged: 6 - CMB: 8 - CMD: 20 Init: +2/+4 Feats: Toughness + Iron Will + Rapid Shot + Power Attack Combat Style: Archery Traits: Armor Expert + Dangerously Curious Hit points: 28 + 8 (const.)+4 (fav. Class) +4 (toughness)=44 1st favored enemy: Humanoid (human) (+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type; +2 bonus on weapon attack and damage rolls). 1st favored community: Korvosa (+2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked) Trapfinding: find and disable traps, as the rogue Skill points: 24+4 :
Current equipment:
Mithral chain shirt Cloak of resistance +1 Greatsword +1 (attack +9, crit 19/20*2, 2d6+7) Ring of protection +1 1 Masterwork composite longbow str. rat. +1 (attack + 7, crit 20*3, 1d8+1) and 40 arrows 1 potion of cure light wounds 2 tanglefoot bags thieves' tools 1 Ghast Retch Flask 1 antitoxin vial explorer’s outfit backpack 2xcaltrops flint & steel piton rope (hemp) signal whistle 1 lb. soap waterskin 2 day ration 1 torch dagger Money:311,09 gp *** Harrow Points 3/6:
During this adventure PCs can choose to use their Harrow Points in the following ways: Dexterity Rerolls: SPpend A harrow point to reroll any one Init, reflex, or attack roll modified by dex or Dex based skill check. You must abide by the new result (even if worse). You can spend multiple points, for multiple rerolls. Dodge Bonus: Spend a harrow point to gain a +1 dodge bons for one encounter. You can spend up to three Harrow Points this way per encounter. Speed Increase: Spend a harrow point to increase base speed by 10ft for one encounter. You cannot spend multiple points to gain more speed. Urban Ranger + Divine Tracker
Urban Ranger:
For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features. Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills. Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain. Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance. Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride. Blend In (Ex): An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general. This replaces camouflage. Invisibility Trick (Sp): At 17th level, the urban ranger can cast greater invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1). This ability replaces hide in plain sight. Divine Tracker:
Divine Tracker (Archetype) Blessed by his deity, a divine tracker hunts down those he deems deserving of his retribution. His imbued weapon is likely to find purchase in his favored enemy. Alignment: A divine tracker's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis. Favored Weapon: At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat. This ability replaces wild empathy. Blessings (Su):
- Trickery Blessing
Starting equipment (old):
Starting money: 300 gp Chain shirt 100 gp 1 Greatsword (crit 19/20*2, 2d6+4) - 1 shortbow (crit 20*3, 1d6) and 40 arrows = 82 gp 1 potion of cure light wounds 50 gp explorer’s outfit 10 gp, backpack 2 gp, 2xcaltrops 2 gp, flint & steel 1 gp, piton 1 sp, rope (hemp) 1 gp, * signal whistle 8 sp, 1 lb. soap 5 sp, waterskin 1 gp, 2 day ration 1 gp, 1 torch 1 cp, dagger 2 gp, = 253,41 gp 300-253,41=46,59 gp *** |