Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Way of the Samurai (PFRPG) PDF
***** by Endzeitgeist

Scions of Evil (PFRPG) PDF
***** by Endzeitgeist

Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF
***( )( ) by Endzeitgeist

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

   RSS Posts
Dark Ice Brownie

Ouda La Ley's page

91 posts. Alias of Jason Collum.


Facebook Twitter Email

About Ouda La Ley

Ouda La Ley
AGE: 46
RACE: Elf
CLASS: Ranger 7
GENDER: Male
ALIGNMENT: Good
DEITY: Melora
LANGUAGES: Common, Elven
BACKGROUND: Wild Elf, Geography: Mountains, Early Life: Kidnapped

Background Trait:
+2 Acrobatics.

STR: 18 (+4)
CON: 13 (+1)
DEX: 14 (+2)
INT: 10
WIS: 16 (+3)
CHA:10
INITIATIVE: +9 (+2 Dex)(+3 1/2 lvl) (+4 Improved Initiative)
SPEED: 7

AC: 19 (13+4+2)
FORT: 20 (13+4+1+2)
REFL: 18 (13+2+1+2)
WILL: 18 (13+3+2)

HP: 60 / 60
Bloodied: 30
Surges: 7 / 7
Surge Value: 15
Action Points: 1 / 1
Passive Perception: 23
Passive Insight: 16
Vision:Low-Light Vision

RACIAL ABILITES:

Elven Accuracy:

Info:
Encounter. Free Action. Personal. Effect: Reroll attack roll. Use second roll, even if it's lower

Elven Weapon Proficiency:
Info:
Gain proficiency with Longbow and Shortbow

Fey Origin:
Info:
Considered a fey creature for the purpose of effects that relate to creature origin

Group Awareness:
Info:
Grant non-elf allies within 5 Sq. of me +1 racial bounus to Perception

Wild Step:
Info:
Ignore difficult terrain when shifting

TRAINED SKILLS
Acrobatics +12, Athletics +12, Heal +11, Nature +13, Perception +13,

UNTRAINED SKILLS
Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +6, Endurance +4, History +3, Insight +6, Intimidate +3, Religion +3, Stealth +3, Streetwise +3, Thievery +5,

CLASS FEATURES

Two-Blade Fighting Style:

Info:
Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is off-hand.) In addition, you gain Toughness as a bonus feat.

Hunters Quarry:
Info:
At-Will Minor Action

Effect: You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate one enemy as your quarry at a time.

Level Hunter’s Quarry Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6


Running Attack:
Info:
If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.

FEATS

Ranger: Toughness:

Info:
You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).

Level 1: Weapon Proficiency (Bastard Sword)

Level 2: Lethal Hunter

Info:
The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.

Level 4: Predatory Action

Info:
If you spend an action point to take an extra action and have already dealt Hunter’s Quarry damage during this round, you can deal the extra damage a second time during this turn.

Level 6: Improved Initiative

Info:
You get a +4 feat bonus to initiative checks.

POWERS

Ranger At Will 1: Hit and Run

Info:
Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: +12 vs. AC

Hit: 1d10 +8

Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.


Ranger At Will 1: Marauder's Rush
Info:
You rush forward, trusting instinct to guide your attack.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: +12 vs. AC

Hit: 1d10+11 (+4 str +3 wis +2 item +2 ehb = +11)

Special: When charging, you can use this power in place of a melee basic attack.


Ranger Encounter 1: Dire Wolverine Strike
Info:
Enemies surround you—much to their chagrin, as you slash them to pieces with the ferocity of a wounded dire wolverine.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: +12 vs. AC

Hit: 1d10+6


Ranger Daily 1: Skirmishing Stance
Info:
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.

Daily Martial, Stance
Minor Action Personal

Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.


Ranger Utility 2: Invigorating Stride
Info:
You back away from danger and catch your breath.

Encounter Healing, Martial
Move Action Personal

Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.


Ranger Encounter 3: Disruptive Strike
Info:
You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow.

Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon

Trigger: You or an ally is attacked by a creature

Target: The attacking creature

Attack: +12 vs. AC (melee) or +8 vs. AC (ranged)

Hit: 1d10+8 (melee) or 1d10+3 (ranged). The target takes a penalty to its attack roll for the triggering attack equal to -6


Ranger Daily 5: Frenzied Skirmish
Info:
You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One or two creatures

Attack: +12 vs. AC (main weapon and off-hand weapon), two attacks

Special: Before or after these attacks, you can move your speed without provoking opportunity attacks.

Hit: 1d10+8 per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.


Ranger Utility 6: Death Threat
Info:
You bring down your quarry and then fix your hunter eyes on another foe.

Encounter Martial
Free Action Personal

Trigger: You reduce your quarry to 0 hit points

Effect: Choose one enemy within 5 squares of you. You designate that enemy as your quarry, and you gain combat advantage against it until the end of your next turn


Ranger Encounter 7: Jackal Ploy
Info:
Twin strikes harass your enemy, opening a gap for an ally’s attack as you slip away.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: +12 vs. Reflex (main weapon and off-hand weapon). Make two attack rolls —one with each weapon— and use the higher result.

Hit: 1d10+8, and the target grants combat advantage to an ally of your choice until the start of your next turn. You can then shift a number of squares equal to your Wisdom modifier (+3).

ITEMS

Vanguard Bastard Sword +2 (Main Hand)

Info:
Favored by soldiers of the frontline, this weapon makes any charge formidable.

Level: 8
Price: 3,400 gp
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 damage
Property: Deal +1d8 damage on any successful charge.

Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.


Verdant Silence Bastard Sword +2 (Off Hand)
Info:
This deadly blade appears as a sharp stylized leaf, set on a hilt of burnished wood.

Level: 7
Price: 2,600 gp
Weapon: Heavy blade
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you are wielding this weapon and hit an enemy twice with a ranger power that requires two melee weapons, you can shift 1 square as a free action.

Power (Daily): Free. Trigger: You are wielding this weapon and hit a target twice with a ranger power that requires two melee weapons. Effect: The target grants combat advantage (save ends).


Summoned Leather Armor +2
Info:
One need never worry about being caught unarmored while possessing this extraordinary armor.

Level: 6
Price: 1,800 gp
Armor: Any
Enhancement: +2 AC

Power (At-Will): Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally.


Rebounding Longbow +1 (arrows = 30)
Info:
You meant to do that. No, really.

Level: 2
Price: 520 gp
Weapon: Any Ranged
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage per plus

Power (Encounter): Free. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy.


Badge of the Berserker +2
Info:
This fearsome badge, crafted from bits of bone and leathery flesh, is favored by those who savor taking the fight to the enemy.

Level: 2
Price: 520 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will

Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.


Boots of Adept Charging (heroic tier)
Info:
Rushing in is less dangerous in these studded leather boots.

Level: 2
Price: 520 gp
Item Slot: Feet

Property: After charging, you can shift 1 square before your turn ends.


Iron Armbands of Power
Info:
These plate armbands enhance the damage you dole out.

Level: 6
Price: 1,800 gp
Item Slot: Arms

Property: Gain a +2 item bonus to melee damage rolls.


Totemic Belt
Info:
This colorful hide belt infuses you with the ferocity of a wild beast, augmenting your attacks.

Level: 11
Price: 9,000 gp
Item Slot: Waist

Power (Daily): Free Action. Use this power when you charge. Gain a +1 power bonus to all Strength, Constitution, and Dexterity attack rolls and the subsequent damage rolls until the end of the encounter.


Adventure's Kit
Info:
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

Climber's Kit
Info:
This kit includes a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing.

Hunter's Kit
Info:
This bundle contains bottles of various animal scents, a guide to edible flora, a small knife, snares, and other useful tools. A hunter's kit grants a +2 bonus to Nature checks made to forage.

Grappling Hook

Flask (empty)

Healing Potion (1)

Alchemists Fire (1)

Alchemists Acid (1)

BACKGROUND:
Ouda La Ley was born far away in the mountains of the north. Living in a tribal community of near-feral snow elves he spent most of his early life learning to subsist in a harsh environment. As he grew older his curiosity also grew and he began to spend more and more time in the lowlands and forested valleys on the southern slopes of his mountain homeland yet always retuning home with stories, skins and meat from the hunts his journeys provided.

One day he came across something he had never seen before, a road and on it a carriage with a small group of people trailing behind. Ouda couldn't help himself and he followed the strange group sticking to the edge the treeline that flanked the road thinking himself unseen. It was only a matter of time before one of the group spotted him and a few of their number lay in wait hiding behind an out-cropping of rocks that blocked Ouda's view of the road, they were almost upon him before he noticed there presence “such strange ears” he thought just before a blow to the back of his head robbed him of consciousness.

Ouda awoke to searing pain in his right shoulder, his snow white skin stained with the dark crimson of his own dried blood and the horror of finding his own arm cleaved from his body and replaced with that of an ogre, his eyes scanned the room and came to rest on his own right arm sewn to some other unsuccessful abomination before passing out again from the pain. Many days passed as the necromancer performed rituals and applied salves that gained the caged and weakened Ouda the use of this new graft and many weeks passed before he could even stand under the weight of his massive new appendage. During this time Ouda learned what was to become of him, he was to be sold to an arena a thing for the sport, blood lust and gambling needs of evil men.

The necromancer had created many abominations but all of them were dead animated things they lacked a certain spark that would win the hearts and gold of the crowds. Ouda had been the first successful living experiment and he was to be the last, for the experiment had been too successful and Ouda used his new found strength to free himself from his cage and in the dark hour before dawn Ouda crept into the room of the sleeping necromancer and choked him to death with the very arm he had been given. Ouda fled from the dark tower and made his way back to his mountain homeland to the shocked and horrified looks of his fellow tribesman. Ouda was in a miserable state that following year as he learned to use his left arm for more delicate procedures and although his family still loved him and the tribe had accepted him the looks reflected in their eyes often pained him.

In the spring of the following year a nomadic tribe of goliaths moved into the nearby mountain range and Ouda quickly befriended two of the young goliaths competing with them in feats of strength, mountain climbing, rock hurling and sparring. The goliaths more concerned with performance than appearance began teaching him their ways and for the next two years Ouda was truly happy, until the time came for the nomads to move on again, they offered to take him with them but he refused for he had grown strong and confident in his abilities and the great wide world seemed to call to him its mysteries waiting to be explored.



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.