Ilarris Zeleshi

Julia Ray's page

1 post. Alias of TheoreticallyYours.


Full Name

Julia "Peregrine" Ray

Race

Half-elf

Classes/Levels

Ranger 6 | HP 40/40 | AC 20/14/16 | F+5, R+9, W+4 | Perc +13 | Low-light vision | Init +4 | Move 30ft

Gender

Female

About Julia Ray

Julia Ray
Race Half-Elf
Gender Female
Age
Class Ranger Level 6
Init +4; Senses Perception +13; Low-light vision
AL Lawful Evil

DEFENSE:

AC 20 (10 + 6 armour + 4 dex), touch 14, flat-footed 16

HP 40

Fort +5, Ref +9, Will +4

Armour MW Mithral Agile Breastplate (AC +6; Dex +5; Penalty -1; Spell 15%; 30ft; 12.5lbs)


OFFENSIVE:

Speed 30 ft.

Melee Dagger +8/+3 (1d4; P/S; 19-20/x2; 10ft), Shortsword +8/+3 (1d6; P; 19-20/x2)

Ranged STR+2 Composite Longbow +10/+5 (1d8 + 2; P; x3; 110ft)

STATISTICS:

STR 14 DEX 18 CON 11 INT 12 WIS 14 CHR 14

BAB +6/+1; CMB +8/+3; CMD 22;

PROFICIENCIES
All simple weapons, all martial weapons, light armour, medium armour, Shields (except tower shields)

FEATS
Point-Blank Shot
You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Shot
You can make an additional ranged attack.

Prerequisites: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Manyshot
You can fire multiple arrows at a single target.

Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Skill Focus Racial bonus feat
Choose a skill. You are particularly adept at that skill.

Benefit: 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.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

TRAITS
Soaring Sprinter source: Pathfinder Player Companion: Quests & Campaigns
Combat Trait
You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.


SKILLS AND LANGUAGES:

Bold is a Class Skill

6 + Int + 2 * 6 = 54

Adventuring Skills

  • Acrobatics +11 (+13 jumping or balancing)

  • Bluff +3

  • Climb +11

  • Diplomacy +2

  • Disable Device +5

  • Disguise +2

  • Escape Artist +5

  • Fly +4

  • Heal +6

  • Intimidate +6

  • Knowledge (arcana) N/A

  • Knowledge (dungeoneering) +5

  • Knowledge (local)

  • Knowledge (nature) +9

  • Knowledge (planes) N/A

  • Knowledge (religion) N/A

  • Perception +13

  • Ride +9

  • Sense Motive

  • Spellcraft +5

  • Stealth +13

  • Survival +10

  • Swim +7

  • Use Magic Device N/A
  • Background Skills

  • Appraise

  • Artistry N/A

  • Craft (fletching) +5

  • Handle Animal +8

  • Knowledge (engineering) N/A

  • Knowledge (geography) +7

  • Knowledge (history) N/A

  • Knowledge (nobility) N/A

  • Linguistics

  • Lore N/A

  • Perform N/A

  • Profession ()

  • Sleight of Hand N/A
  • Languages Common, Elven


    HALF-ELF (SUMMARY):

    +2 to ability score (Dex), Immune to sleep effects, +2 saving throw bonus against enchantment spells and effects, Skill Focus bonus feat, +2 perception, Low-light vision, Two favoured classes (Ranger and Rogue)
    Favoured Class Ranger - +1 skill rank to the ranger’s animal companion

    HALF-ELF (DETAILED):

    Standard Racial Traits
    Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
    Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
    Base Speed: Half-elves have a base speed of 30 feet.
    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). See the Linguistics skill page for more information about these languages.

    Defense Racial Traits
    Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

    Feat and Skill Racial Traits
    Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
    Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

    Senses Racial Traits
    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

    Other Racial Traits
    Elf Blood: Half-elves count as both elves and humans for any effect related to race.
    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.

    Favoured Class
    Ranger: Add +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.

    RANGER (SUMMARY):


    • Favoured Enemy – Humanoid (human)

    • Favoured Terrain - Urban

    • Combat Style Feat – Archery (Precise Shot; Parting Shot)

    • Hunter’s Bond – Animal Companion (Cat – small)

    • Additional Abilities – Track; Wild Empathy; Endurance; Spells


    RANGER (DETAILED):

    Favoured Enemy
    Humanoid (Human)
    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.

    Track
    A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

    Wild Empathy
    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 (ARCHERY)
    Precise Shot 2nd level
    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

    Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

    Parting Shot 6th level
    You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.

    Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.

    Normal: You cannot attack when using the withdraw action.

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

    Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

    You may sleep in light or medium armor without becoming fatigued.

    Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

    Favoured Terrain
    Urban 3rd level
    At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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.

    Hunter’s Bond (Ex)
    Cat (small)
    At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

    The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

    This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

    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. 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. 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.


    ANIMAL COMPANION:

    Julia’s Druid Level 3
    Cat – small

    DEFENSE
    AC 4 (+1 natural armour +2 bonus +1 feat)
    HP 21 (9/6/6) d8 + con + 1/ half + con + 1/ half + con + 1
    Fort +3, Ref +3, Will +1

    OFFENSE
    Size Small
    Speed 50ft
    Attack Bite (1d4 plus trip), 2 claws (1d2);

    STATISTICS
    Ability Scores
    Str 12; Dex 21; Con 13; Int 2; Wis 12; Cha 6;
    BAB +2

    Feats 2
    Combat Reflexes
    You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

    Dodge
    You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Tricks
    Attack
    The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

    Maneuver (trip)
    The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

    SPECIAL QUALITIES
    low-light vision, scent

    Link
    A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share spells
    The ranger may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A ranger may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

    Evasion (Ex)
    If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    SKILLS
    Acrobatics
    Climb
    Escape Artist
    Fly
    Intimidate
    Perception
    Stealth
    Survival
    Swim

    4th LEVEL ADVANCEMENT
    Size Medium; Attack Bite (1d6). 2 claws (1d3);

    Ability Scores
    Str 16; Dex 19; Con 15; Int 2; Wis 12; Cha 6;

    Special Qualities sprint
    Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

    EQUIPMENT (SUMMARY):

    Weapons Shortsword, MW Silver Dagger, +2 Str Composite Longbow, Arrows (40)

    Armor Mithral Agile Breastplate

    Gear Ranger's Kit - adjusted for cost(MW Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, hemp rope(50ft), trail rations (5), waterskin), blanket, canteen, hooded lantern, oil, spell component pouch, grooming kit, Wrist Sheath (5 Arrows), MW Artisan's Tools (Fletching)

    EQUIPMENT (DETAILED):

    CARRYING WEIGHT
    Strength = 14 + 1
    Total carrying 71.5lbs (med load)
    Light load <= 66lbs
    Medium load 67 – 133lbs
    Heavy load 134 – 200lbs

    WEAPONS AND ARMOUR
    Shortsword 10gp 2lbs
    DMG (M) - 1d6; Crit – 19-20/x2; Type - P

    Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword.

    MW Silver Dagger 322gp 1lbs source: Ultimate Equipment
    DMG (M) – 1d4; Crit – 19-20/x2; Range – 10ft; Type – P or S

    A dagger is a fighting knife.
    Its blade is usually less than 1-foot-long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”).

    You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

    As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not on damage rolls).

    +2 Str Composite Longbow 300gp 3lbs martial
    DMG (M) - 1d8 + 2; Crit – x3; Type – P; 110ft

    You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above average Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows. For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

    Arrows (40) 2gp 6lbs
    An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.

    ARMOUR
    Mithral Agile Breastplate 1400gp 12.5lbs
    Armour Bonus +6; Max Dex +5; AC penalty -1; Arcane spell failure 15%; Speed 20ft
    NOTE: Arcane failure only applies to arcane spells with a somatic component

    This breastplate is specially crafted in a manner that allows extra maneuverability for some physical activities. The armor check penalty for Climb checks and jump checks is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).

    GEAR
    Ranger’s Kit 57gp 30lbs (upgrading to MW backpack)
    This includes a:

    MW Backpack 50gp 4lb
    Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

    Bedroll 1sp 5lbs
    This consists of two woollen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

    Belt pouch 1gp 0.5lbs
    A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.

    Flint and steel 1gp N/A
    Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.

    Mess kit 8sp 4lbs
    This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

    Rope (50ft) 1gp 10lbs
    This 50-foot length of hemp rope has 2 hit points and can be burst with a DC 23 Strength check.

    Torches (10) 1sp (1cp ea) 10lb (1lb ea)
    A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

    She threw out the Torches and got a hooded lantern instead

    Hooded Lantern 7gp 2lbs
    A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.

    Trail rations (5 days) 2gp 5sp (5sp ea) 5lbs (1lbs ea)
    The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

    Waterskin 1gp 4lbs
    This bag is made of an animal bladder or treated leather. It is watertight and holds about 1/2 gallon of liquid. The listed weight is for a waterskin full of water; empty, it weighs about 2 pounds.

    END RANGER’S KIT

    Blanket 5sp 3lb
    This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

    Canteen 2gp 1lb
    This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
    Holds ½ gallon of liquid.

    Spell component pouch 5gp 2lbs
    A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.

    Grooming kit 1gp 2lbs
    This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

    Soap 1cp 0.5lb
    Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.

    Oil 1sp 1lbs
    A 1-pint flask of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a fullround action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

    Wrist Sheath 1gp 1lbs
    Currently holding 5 Arrows
    This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.

    MW Artisan’s Tools (Fletching) 55gp 5lbs
    These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

    GOLD AND ASSETS:

    1837gp 4sp leftover. Not sure what we get to keep so just noting it here.