About Amelia ReedFluff
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Amelia Reed grew up a commoner, with war all around her. Death had been a common occurrence. Though throughout her life she was always fascinated by high society, the parties, the lavish lifestyles, the safety, and she determined that that was where she belonged. She was determined to fight her way out of the muck of the plebs and into the waiting arms of lords and ladies. Swallowing her pride and working for a noblewoman, she took every night to sneaking into the forbidden wings of the manor to steal away some time and read books and books. A proper lady had to be a dilettante, and she knew that it was more than looks that separated the haves and have-nots of the world. She observed and read everything she could to learn how these people functioned, how they would act, how they would react. Training under the cover of the moon and her few days of rest she practiced her combat, her hunting, anything that could give her an edge and make her seem like right proper nobility. Gambling was always big in Amelia's life, money didn't come easy and the small amount of money she was given as a servant was squirreled away for large games. There were times she would even take what wasn't hers, but she was always certain to give it back. Luck seemed to be on the young woman's side and neither the masters nor the games ended poorly for her. Eventually she determined it was time to strike it big in Taldor and rise up the ranks. Leaving everything and those she serviced extremely suddenly probably upset a few people, but they could easily find another servant, one who thought they knew their place and not their worth. Taking root in Taldor, Amelia worked her way as high as she could. Using her ill-gotten gains she acted the part of a noble, one that was lost somewhere in Lastwall or some other. Eventually the lie became nearly real and she found she knew some people... However she drew the eye of the soon to be Princess and knew that she would make the biggest gamble yet in approaching her... Belief: "I'm destined for greatness, others just haven't seen it yet."
Basic
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Amelia Reed Female Ranger (Dandy) 18 N Medium Humanoid (human) Init +3
Human Racial Traits: Bonus Feat, Comprehensive Education
Languages: Common, Kellid
Offense and Defense
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AC 32 (10 Base, 5 Dex, 9 Armor, 4 Deflection, 4 Nat), touch 18, flat-footed 27 Fort +15, Ref +20, Will +12 (Evasion) ACP -1 Base Attack +18 CMB +23; CMD 41 Speed 30 feet Koriana's Blade (2H) – +30/+25/+20/+15 (1d8+17/17-20/2x)
+5 Adaptive Longbow (2H) - +28/+23/+18/+13 (1d8+14/20/3x)
+5 Adaptive Longbow (2H-RS) - +26/+26/+21/+16/+11 (1d8+14/20/3x)
Favored Nation: Taldor (+8)
Statistics, Skills
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Str 26, Dex 20, Con 14, Int 10, Wis 12, Cha 18 Skills (6 Class, 0 Int, 1 FCB, 2 Background) [126 Ranks, 36 Background]
Ride +8 (1 Rank, 3 Trained, 5 Dex, -1 ACP)
C: Alchemy +4 (1 Rank, 3 Trained, 0 Int)
Heal +5 (1 Rank, 3 Trained, 1 Wis)
Bluff +29 (18 Rank, 3 Trained, 4 Cha, 4 Persuasive) [+Nation]
Favored Terrain: Urban (+6), [+2 at a Party or Courtly Function]
Gear, Magic and Other
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Weapons and Armor Koriana's Blade +5 Adaptive Composite Longbow (0) (3375 GP)
Durable Arrows [20] (20 GP)
Wondrous Items
Consumables and Other
Bag of Holding Type II (5000 GP)
Scroll of Cure Light Wounds [CL1] (25 GP)
Potion of Cure Light Wounds
Equipment, Tools and Gold
Gold: 453 GP
Persona
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Charm: 7 (14 Agents) Genius: 0 Heroism: 3 (6 Agents) Sacrifice: 0 Sagacity: 0 Subterfuge: 3 (6 Agents) Agents: 26/26 Class Features
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Favored Nation (Ex): He gains a +2 bonus on Bluff, Diplomacy, Knowledge, Perception, Sense Motive, and Survival checks against courtiers, officials, nobles, and gentry from that nation. Likewise, he gains a +2 bonus on weapon attack and damage rolls against them. --- Rumor Empathy (Ex): A dandy can alter the flow and spread of rumors in his favor. This functions similarly to wild empathy, except that it takes 1 day (8 hours of work), instead of 1 minute, and it affects the general tenor of a rumor instead of a wild animal.
The difficulty of influencing a rumor depends on the size of the community in which it is spreading. The DC of the check is 15 in a village or smaller settlement. This DC increases by 5 and the number of days required to attempt the check increases by 2 for every settlement size category larger than a village—to a maximum of DC 40 and 11 days to affect a rumor spreading through an entire metropolis.
--- Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. --- Favored Terrain (Ex): The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At a party or social event these bonuses increase by +2. --- Hobnob (Ex): In addition to the usual hunter’s bond ability, the dandy can spend 10 minutes at a particular event or party hobnobbing and introducing his allies to the right people in order to provide them with half the skill bonuses of his favored nation (though not the bonuses on attack and damage rolls) for the duration of the event. --- Party Crasher (Ex): At 7th level, the dandy is able to finagle his way into fancy parties, kings’ balls, and other social events meant for the cream of society. To do so, he must attempt a DC 25 Diplomacy check, which takes 1d4 hours. If he succeeds, he finds himself an invitation, an invitee looking for a date, a staff member willing to look the other way, or some other way to enter the party. This does not allow him to break into restricted areas or to infiltrate strictly closed gatherings, such as secret meetings; it only allows him access to social events. --- Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. --- Evasion (Ex): Take no damage on successful Reflex save for half damage. --- Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. --- Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment. --- Hide In Plain Sight (Urban)
Feats
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Feats: Persona: Persuasive HD 1: Power Attack Human 1: Deadly Aim Ranger 2: Rapid Shot HD 3: Defiant Luck Ranger 3: Endurance HD 5: Inexplicable Luck Ranger 6: Manyshot HD 7: Lucky (Inexplicable Luck) HD 9: Bestow Luck Ranger 10: Improved Precise Shot HD 11: Lucky HD 13: Lucky Ranger 14: Precise Shot HD 15: Steadfast Personality HD 17: Improved Critical (Longsword) Ranger 18: ??? Spells (CL = Ranger - 1)
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0th - Prestidigitation, Message, Sift, Mending, Grip, Detect Magic 1st (5/day) [DC 14] - Unbreakable Heart, Daivon's Parry, Feather Step, Lucky Number, Remove Fear, Liberating Command, Disguise Self, Feather Fall 2nd (3/day) [DC 15] - Mirror Image, Sense Vitals, Reinvigorating Wind, Heightened Reflexes, Tongues, Alter Self, Bladed Dash 3rd (3/day) [DC 16] - Dispel Magic, Invisibility Sphere, Haste, Glibness, Jester's Jaunt 4th (2/day) [DC 17] - Freedom of Movement, Grand Destiny, Echolocation, Primal Scream, Neutralize Poison
Koriana's Blade:
Koriana's Blade is a +4 defending longsword. It has five gemstones in its pommel, all intact. Once per day, the wielder can trigger a gemstone as an immediate action to:
When the wielder transfers at least 1 point of the weapon's enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder's next turn. This bonus is always +1, regardless of how much of the weapon's bonus the wielder transfers to her AC. The wielder also gains a +1 Insight bonus against fire, poison, and negative energy effects.
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