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About Julia RayJulia Ray
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
FEATS
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Rapid Shot
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
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
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
SKILLS AND LANGUAGES:
Bold is a Class Skill 6 + Int + 2 * 6 = 54 Adventuring Skills
Background Skills
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
Feat and Skill Racial Traits
Senses Racial Traits
Other Racial Traits
Favoured Class
RANGER (SUMMARY):
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
Wild Empathy
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)
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other. Parting Shot 6th level
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
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
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)
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
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
OFFENSE
STATISTICS
Feats 2
Dodge
Tricks
Maneuver (trip)
SPECIAL QUALITIES
Link
Share spells
Evasion (Ex)
SKILLS
4th LEVEL ADVANCEMENT
Ability Scores
Special Qualities sprint
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
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
A dagger is a fighting knife.
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
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
ARMOUR
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
MW Backpack Bedroll Belt pouch Flint and steel Mess kit Rope (50ft)
She threw out the Torches and got a hooded lantern instead Hooded Lantern 7gp 2lbs
Trail rations (5 days) Waterskin END RANGER’S KIT Blanket 5sp 3lb
Canteen 2gp 1lb
Spell component pouch 5gp 2lbs
Grooming kit 1gp 2lbs
Soap Oil 1sp 1lbs
Wrist Sheath 1gp 1lbs
MW Artisan’s Tools (Fletching) 55gp 5lbs
GOLD AND ASSETS:
1837gp 4sp leftover. Not sure what we get to keep so just noting it here. |