Aleksara's page

815 posts. Alias of Jeremy Clements.

Full Name

Aleksara Darkeye




Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:







Strength 14
Dexterity 15
Constitution 13
Intelligence 12
Wisdom 14
Charisma 12

About Aleksara


Personal Treasure:



[dice=Survival*]1d20 + 8[/dice]
*A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

[dice=Perception]1d20 + 7[/dice]

[dice=MW Falcata (Mountain Cutter)]1d20 + 5[/dice]
[dice=Slashing Damage]1d8 + 2[/dice]

[dice=Composite Longbow (+2 Str) w/PBS]1d20 + 5[/dice]
[dice=Piercing Damage]1d8 + 3[/dice]


Aleksara Darkeye
Female, CG 1/2 elf Ranger 2 w/VMC Sorcerer (Oni Bloodline)
Init +2; Senses: Low-Light Vision

Str 14 Dex 15 Con 13 Int 12 Wis 14 Cha 12
Base Attack: +2; CMB: +4; CMD: +16

Speed: 30ft.

AC 14; Touch 12; Flat Footed 10 (+2 armor, +2 Dex, +0 Dodge, +?? Defense)

Hit Points: 18

Saving Throws:
Fort +4; Ref +5; Will +2

@VMC 3rd Level: *Touch of Agony (Sp) 4/Day

Melee :
MW Falcata +5 (1d8+2/19–20/×3)
Dagger +4 (1d4+2 /19-20 /×2)

Ranged :
Longbow +4 (1d8+2/x3)Range 110

Special Attacks:
Bloodline Powers
(@3rd)Touch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability takes up the normal feat gained at 3rd level,

Class Abilities:
*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 to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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.
1st FE: Undead

*Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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 (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 (Ex)
At 2nd level, a ranger must select one combat style to pursue.
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.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. 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 Class Option: Sorcerer(See Racial Traits)

Spellcasting Memorized:
*Level 0 (Memorized 0/day)

*Level 1 (Memorized 0/day)

*Level 2 (Memorized 0+1/day)

Ranger Spells Possible:

Skills: *= Class Skill (7/lvl=14pts) + 0 for Favored Class
*Climb (Str) 1+3+2
*Heal (Wis)
*Intimidate (Cha)
*Knowledge (dungeoneering) (Int) 1+3+1
*Knowledge (nature) (Int) 2+3+1+1
Knowledge (religion) (Int) 2+3+1
*Perception (Wis) 2+3+1
*Ride (Dex)
*Spellcraft (Int)
*Stealth (Dex) 2+3+2
*Survival (Wis) 2+3+2+1 (+1/2 Ranger lvl for Tracking)
*Swim (Str) 1+3+2

Background Skills: (+2/lvl= 4)
*Craft: Weapon Smithing (Int) 2+3+1+1
*Knowledge (geography) (Int) 1+3+1
*Handle Animal (Cha) 1+3+1
*Profession (Wis)
Linguistics (Int) 1+1 (+Draconic)

Languages Known: Elven, Common, Tian, Draconic

1st level Feat: Point Blank Shot
Weapon Style Feat: Precise Shot
~(Bonus Feat: Racial Trait) Exotic Weapon Prof. (Falcata)
@3rd level Feat: VMC Sorcerer Bloodline Power (Oni)

Feats to Get!
*Improved Critical(Falcata/Longbow)
*Weapon Trick

* You're the Guide (Campaign) Silas hired you to help him navigate the Verduran Forest. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings deep within the wilds of Taldor, Galt, or Andoran - with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whatever the reason for your survivalist skills, you’re exactly what Silas needs. You gain a +1 bonus to knowledge (nature) and survival checks, and both become class skills for you.

* Killer (Combat) You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

* Simple Disciple (Social) You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice. (Craft: Weapon-smithing)

*Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

*Arcane Training: (Sorcerer)
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

* Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

* Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-elves can take this trait in place of elven immunities.

Starting Money: 175 gp +500gp
Remaining Money:656 spent (19gp total after gear)

Leather Armor (10gp)
MW Falcata "Mountain Cutter" (18gp+300gp -Trait Bonus)
Longbow, composite (+2 Str) (300gp)
Arrows, common (20) (1gp)
Cold Iron Dagger x2 (8gp)

Ranger Kit: (9gp)
~This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Tools, Artisan's, common (Weapon Smithing) (5gp)
Small (10 lbs) anvil (5gp)


Born in the island bound Nation-City of Absalom to two very different people from very different places, Aleksara always felt more alone amongst the crowded city after her mother's passing.

Her father was an ambassador's cousin visiting from the elven nation of Kyonin and her mother was the youngest daughter from a large Tian shipping merchant that specializes in exotic items and weapons from many far away places. Together they forged a small but intensely loving family until her mother's sudden death to inept kidnappers at the tender age of 8. Family resources and spies garnered that some undead monstrosity was behind the attempt, but for completely unknown reasons unfortunately.

It was at that point Aleksara insisted from her father to begin training in combat, knowing he could not protect her forever. Teaching her himself and hiring the best tutors he could find (and afford) in the city, she dedicated herself to learning the elven art of archery and hunting as well as the human art of heavy swordplay. She also learned of the undead and everything she could read on the subject, knowing such knowledge may help her hunt down her mother's killer eventually.

From her mother's family she learned the art of weapon smithing, and after many mistakes, forged her own sword, trying her best to remain prepared for the day her skills and abilities were finally needed to hunt down her mother's enemies. There are days however...where she feels something stirring in her thoughts. A 'background noise' or strange feelings of extreme anger that pulsate from within. She fears sometimes her hatred of her mother's killers would blind her and cause her to overreact to some small thing and somehow harm innocents.

To that end, and now of an age where she needed to be on her own to grow as a person, she has decided to travel the world, unless otherwise prevented by situation or circumstance. This has led to odd jobs as a ship's hand, caravan mercenary, or as a weapon-tinker, resharpening or fixing broken weapons and knives for those who need it, as she travels to earn enough to continue her personal search for answers. Yet still...the anger lives on in the back of heart. She dreams almost nightly of finding the one(s) responsible for her mother's death, and dealing he/she/it/them/whatever, the final blow in return for her years of losses and pain.