About Melissa Evendale
Female Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 1
AC 15, touch 13, flat-footed 12
Str 10, Dex 17(includes+2 bonus), Con 10, Int 13, Wis 14, Cha 14
Base Atk +0; Grp +0
Feats & Talents
The Rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist(Dex), Intimidate (Cha), Knowledge (dungeoneering)(Int), Knowledge (local) (Int), Linguistics (Int), Perception(Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis),Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
The Urban Ranger’s class skills are Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Acrobatics +9[3 ranks +3 class +3 DEX]
You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.
SQ +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
Leather 10gp 15lbs
Belt pouch 1 gp 0.5 lbs containing:
MW Thieves Tools 100gp 2 lbs
Back pack(fitted for quick release)2gp 2lbs :containing
Total Cost 185Gp 1 sp
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.A ranger is proficient with all simple and martial weapons and with light armor,medium armor, and shields (except tower shields).
Sneak Attack: If a rogue can catch an opponent when he
With a weapon that deals nonlethal damage (like a sap,
The rogue must be able to see the target well enough to
Evasion (Ex): At 2nd level and higher, a rogue can avoid
Rogue Talents: As a rogue gains experience, she learns
Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.
Daring (Ex): At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.
Rogue Talents: The following rogue talents complement the swashbuckler archetype: offensive defense, positioning attack, powerful sneak, and weapon training*.
Advanced Talents: The following advanced rogue talents complement the swashbuckler archetype: crippling strike*, entanglement of blades, and redirect attack.
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. 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 twoweapon 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 listwhenever he gains a combat style feat:Double Slice, Improved Shield Bash,Quick Draw, and Two-Weapon Fighting
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or nonarmor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
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
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype,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.
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 +2 bonus on initiative checks and Knowledge (local),Perception,Stealth, and Survival skill checks. An urban rangertraveling 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.
Melissa isn't sure about who her parents were as she was a foundling but she is probably the bastard offspring of some Ulfen Mercenary and a Riddleport Whore. Her early years were spent in the care of the Church of Sarenrae who tried to instill a sense of duty into the wild child she was becoming..often with the stick rather than the carrot.As a consequence she ran away numerous times before deciding that pretending to adhere to the strictures laid upon her was the best way of avoiding punishment
Finally at the age of 12 they deemed the girl to be tamed sufficiently and sent her out to be a servant to a minor noble family. Melissa doesn't talk about her time there,suffice to say that within days she had fled from the house disguised as a boy and taken to the streets where she fell in with what might in certain circles be described as the wrong sort of company.The gang of youths were impressed by the new boys ability to talk himself out of trouble and urged him to follow them to their 'Boss'
One thing led to another and Mel was enlisted into the Zincher crime family who soon found that the 'boy' had a talent for languages and a good hand so they set him to learning the forgers art alongside his normal training.Mel knuckled down to the work willingly having finally found something that actually held her interest whilst maintaining her deception and in the process picking up many tales from the dockside taverns and dives she frequented
And then her secret was discovered..after nearly 18 months. Her trainers far from being angered praised her all the more for managing to fool them for so long and began training her in earnest as a spy.
For a year she concentrated on that side of the families business and became very proficient in the arts of subtle infiltration.She also proved to be a intuitive swordswoman the natural speed of her lithe form making up for her lack of muscle and she has taken to the rather flamboyant style of the Aldori Duellist.Her worst habit when fighting is the continual banter she throws at her opponent in an attempt to distract them and force an opening.
Her trainers had talked about the Old Man having a task for her which will be the final proof of her abilities.She knew she was ready with all the usual overconfidence of a untried teenager.
Unfortunately the task ended in failure and Mel only got away by the skin of her teeth..determined to put as much distance between Zincher and herself as possible.
To that end Mel managed to persuade a visiting Merchant captain to take her on as a Cabin Boy and was soon sailing south..at which point the Captain showed his true colours as a Shackles Pirate.Thus it was that one fateful night she found herself in the "Formidably Maid"
Melissa is very short for a human standing a mere 5'0" tall and weighs in at 113 pounds with a figure than can hardly be described as voluptuous(think Kiera Knightly). A classic blue eyed blonde, she keeps her hair short so that she can pose as a boy when required
Melissa has managed to avoid the worst consequences of her chosen life style by a mixture of luck and guile but knows in her heart that it can't last forever.This means that she lives for the day in the classic rogue manner...which can make her seem rather callous at times. However she is a loyal friend to those she trusts which may take some time especially with those she sees as being in authority(Clerics of lawful Deities and Paladins especially)
In one on one situations she reveals a softer, shyer nature although she does try to avoid such situations with men.One thing she will not do is pose as a piece of Laced Mutton in fact she shows a distinct aversion to those who practice the trade.