Hestrig Orlov

Signe Oddvardottir's page

243 posts. Alias of Shari.


Full Name

Signe Oddvardottir

Classes/Levels

Female Human Ranger (Trapper) 6 | HP 51/51 | AC 21 (Tch. 13, Ff. 18, PfE 23) | Fort +7, Ref +9, Will +6 | Init. +3, Perception +13 SM +3 | Active Conditions: Bless, Heroism, Protection from Evil

Age

20

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Signe Oddvardottir

Female human (Norlander) Ranger (Trapper) 6
CG Medium humanoid (human)
Init +3; Senses Perception +13 Sense Motive +3
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +1attunement, +1deflection)
hp 51 (1d10+1+1)
Fort +7, Ref +9, Will +6

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee
. . dagger +8/+3 (1d4+2/19-20) or
. . Battleaxe +8/+3 (1d8+2/x3)
Ranged
. . MW composite longbow(+2) +12/+7 (1d8+2+1/x3; 110ft; +1attunement)
Special Attacks Point Blank Shot, Rapid Shot, Precise Shot, Deadly Aim, Ranged Trip
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 10
BAB +6/+1; CMB +8; CMD 21
Feats Point Blank Shot, Rapid Shot, Weapon Focus (longbow), Precise Shot, Deadly Aim, Ranged Trip, Point Blank Master
Traits Elf Blood and Halfsteader

Skills (7/level; 2bkgd/level)
Climb +6 (4 rank, +3 class skill, +2 Str, -3 ACP)
Disable Device +12 (6 ranks, +3 class skill, +3 Dex, -3 ACP, +3class feature)
*Handle Animal +8 (5 ranks, +3 class skill, +0 Cha)
Heal +6 (1 rank, +3 class skill, +2 Wis)
Knowledge,geography +6 (2 ranks, +3 class skill, +0 Int, +1 trait)
Knowledge,nature +9 (6 ranks, +3 class skill, +0 Int)
Linguistics +1 (0 ranks, +1 trait)
Perception +13 (6 ranks, +3 class skill, +3 Wis, +1 trait)
*Profession,farmer +8 (2 ranks, +3 class skill, +3 Wis)
*Profession,sailor +12 (6 ranks, +3 class skill, +3 Wis)
Ride +4 (1 ranks, +3 class skill, +3 Dex, -3 ACP)
Sense Motive +3 (0 ranks, +3 Wis)
Stealth +10 (6 ranks, +3 class skill, +3 Dex, -3 ACP, +1 trait)
Survival +12 (6 ranks, +3 class skill, +3 Wis)
Swim +6 (4 ranks, +3 class skill, +2 Str, -3 ACP)

* = Background Skill

Languages Common

Combat Gear

Other Gear
Hide Armor (15 hs)
MW breastplate Armor (350 hs)
Battleaxe (10 hs)
Dagger (2 hs)
MW composite Longbow (+2) (600 hs)
arrows,40 (2 hs)

Ranger's kit (9 hs)
backpack
belt pouch
flint and steel
iron pot
soap
torch (10)
trail rations (5)
waterskin

Potion of Haste

Thieve's tools (30 hs) - upgrade to MW (+70 hs)

Fishing Tackle (20 hs)
Bell Net (2 hs)
MW Survival kit (50 hs)
arrow, grappling x2 (2 hs)
Cold-weather outfit (8 hs)
Snowshoes (5 hs)

Brooch x2 - one for her, one for mother (2 x 10 hs)
Assorted Stones
_____________________
Total Gear Value: 845 hs
Wealth: 32 hs + 715 hs = 747 - purchases = 345 hs + 1427 hs
_____________________
Total Worth: 1190 hs +

Encumbrance

--------------------
Special Abilities
--------------------
Favored Enemy: 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. Favored Enemy=Animals 2nd Favored Enemy=Humanoid(human)
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.
Trapper: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Combat Style Feat (Archery): Precise Shot
Endurance: +4 on following checks and saves: swim against nonlethal damage from exhaustion, Con to continue running, Con against nonlethal damage from forced march, Con to hold breath, Con against nonlethal damage from starvation/thirst, Fort against nonlethal from hot/cold environments, Fort save against damage from suffocation
Favored Terrain = Cold: +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A ranger traveling through favored terrain normally leaves no trail and cannot be tracked
Hunter's Bond: Companions - This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (2 rounds)
Traps: SnareThe trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap. BludgeonThe trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the ranger’s character level + his Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 1d6). If it’s an extraordinary trap, the ranger must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.
Combat Style Feat (Archery): Point Blank Master

--------------------
Automatic Bonus Progression
--------------------
Resistance +1
Armor Attunement +1
Weapon Attunement +1
Deflection +1
Mental Prowess (+2 Wisdom)

10min background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character.
a) Signe is a woman of 19 winters, stands 6’1” and is not as sturdy as most Northlanders. She has white-blond hair which when unbraided falls past her waist but she normally keeps it intricately braided and out of her way. The most striking and odd thing about Signe are her eyes which are an unusual colour in comparison to most Northlanders – her eyes are a pale violet colour (which together with her height and stature speaks to the presence of elven blood far back in her ancestry). She typically wears woolen trousers, a long tunic, and well-worn leather boots.
b) She comes from what she considers a typical family found in Nordaland. Her father was a fisherman and they lived on the coast and had a small farm that grew wheat as well. As children they learned how to help the family survive and so Signe was taught both how to fish and farm. They were also close to sparse woods and so Signe had also learned how to hunt and trap which was another source of income for their family in addition to agriculture. She was better with a bow and her brother with an axe and so they worked as a team when out in the woods.
c) Her father (Oddvar) died during a sudden storm that sank his boat. Her mother did what she could to keep their family together. The next year was extremely hard on the family without their father and without their boat. Signe and Anders were in their mid-teens but even together couldn’t make up the work load that their father used to. And then there was a particularly harsh winter which led to her brother’s death. Her older brother (Anders) died that brutal winter – their food stores had been scarce and then he got sick and wasn’t strong enough to fight it off. Signe’s mother (Merethe) is a cousin of Olaf Henrikson, Halfstead’s jarl. After her brother’s death and concern for their well-being, her mother contacted her cousin to see if they could join his household to better their chances of survival. Thankfully, the Jarl agreed.
d) Once in Halfstead, Signe did what she could to help earn her and her mother’s place in the household. In addition to offering her ability with her bow for hunting, she was shown trapping and excelled in such work. Her mentor who taught her trapping is Hallbjorn Bolverkson, one of the jarl’s trusted huscarls.
e) When it became known that Signe was related to the jarl, she caught the eye of Ketil Torkelson who was hoping that a marriage to her would raise his position within the community. When she turned him down, he tried to cause trouble for her. When his plan backfired, he was alienated from the family. Even though Signe is unaware of Ketil’s hostility, he bears ill will towards her.
Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
a) To prove herself to her new ‘family’
b) My goal for Signe is for her to see enough of the ‘world’ to make an informed decision about her future and what route she takes – whether that’s to settle down and raise a family or to focus on serving the Jarl
Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
a) Secret she knows: she was supposed to have been in the boat with her father the day he died and if she had been, he may not have drowned. She had convinced him to let her go hunting with Anders instead of helping him fish because in her opinion, using her bow was much more exciting than trying to catch fish. She felt so guilty about it that she never told her mother or brother.
b) Secret she doesn’t know: Her brother was making her mother give most of his portion of food to them and essentially sacrificed himself for their survival
Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.
a) Mother – Merethe Gunderson
b) Mentor – Hallbjorn Bolverkson
c) Hostile – Ketil Torkelson; she spurned his advances when she first arrived and now he goes out of his way to cause her trouble
Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
a) People pleaser
b) Likes shiny objects but has no clue about what is actually valuable and what isn’t; she has a bag of baubles that are mainly worthless
c) She loves to sing but is tonedeaf
Step 6: List one fear your character have and one fear that you have (if you are not comfortable with this, skip it).
a) Enclosed spaces/claustrophobia