Sabriyya Kalmeralm

Amelia Reed's page

256 posts. Alias of Hubaris.

Full Name

Amelia Reed


Dandy 9 - HP 76/76 - AC23 - T15 - F20 - CMD28 - Init+3 (+6 Urb) - F+10 (+4 End) - R+11 (Evasion) - W+6 - Perc+13 (+4/+2 Nat, +6 Urb) - SM+14 (+4/+2 Nat) - 1st 3/3 - 2nd 1/2 - Def 2/2 - Luck 3/3







Strength 19
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16

About Amelia Reed



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."
Goal: To live a comfortable life away from the common ravages of war.
Instinct: Understand the situation and its players.
Virtue: Driven, Gregarious, Lucky
Vice: Overconfident, Duplicitous



Amelia Reed
Female Ranger (Dandy) 8
N Medium Humanoid (human)

Init +3; Senses Perception +12
Favored Class: Ranger, +1 Skill

Human Racial Traits: Bonus Feat, Comprehensive Education
Traits: Magical Knack (Ranger), Rising Star (Survival)

Languages: Common, Kellid

Offense and Defense


AC 23 (10 Base, 3 Dex, 7 Armor, 1 Shield, 2 Deflection), touch 15, flat-footed 21
Fort +10, Ref +11, Will +6
ACP -1
Base Attack +9
CMB +12; CMD 28

Speed 30 feet

+1 Heavy Pick Attack (1H) – +14/+9 (1d6+6/20/4x)
+1 Heavy Pick Power Attack (1H) – +11/+6 (1d6+12/20/4x)

+1 Heavy Pick Attack (2H) – +13/+8 (1d6+8/20/4x) [Lose Buckler AC]
+1 Heavy Pick Power Attack (2H) – +10/+5 (1d6+17/20/4x) [Lose Buckler AC]

Koriana's Blade (1H) – +16/+11 (1d8+7/19-20/2x)
Koriana's Blade Power Attack (1H) – +13/+8 (1d8+13/19-20/2x)

Koriana's Blade Attack (2H) – +15/+10 (1d8+9/19-20/2x) [Lose Buckler AC]
Koriana's Blade Power Attack (2H) – +12/+7 (1d8+18/19-20/2x) [Lose Buckler AC]

+1 Adaptive Longbow Attack (2H) - +13/+8 (1d8+5/20/3x) [Lose Buckler AC]
+1 Adaptive Longbow Deadly Aim (2H) - +10/+5 (1d8+11/20/3x) [Lose Buckler AC]

+1 Adaptive Longbow Rapid Shot (2H) - +11/+11/+6 (1d8+5/20/3x) [Lose Buckler AC]
+1 Adaptive Longbow Rapid Deadly Aim (2H) - +8/+8/+3 (1d8+11/20/3x) [Lose Buckler AC]

Favored Nation: Taldor (+4)
Favored Nation: Qadira (+2)

Statistics, Skills


Str 19, Dex 16, Con 14, Int 10, Wis 12, Cha 16

Skills (6 Class, 0 Int, 1 FCB, 2 Background) [63 Ranks, 18 Background]
Climb +7 (1 Rank, 3 Trained, 4 Str, -1 ACP)
Swim +7 (1 Rank, 0 Trained, 4 Str, -1 ACP)

Ride +6 (1 Rank, 3 Trained, 3 Dex, -1 ACP)
Stealth +14 (9 Rank, 3 Trained, 3 Dex, -1 ACP) [+Urban]

C: Arrows +5 (1 Rank, 3 Trained, 0 Int, 1 Trait)
K: Arcana +4 (1 Rank, 3 Trained, 0 Int) [+Nation]
K: Dungeoneering +4 (1 Rank, 3 Trained, 0 Int) [+Nation]
K: Engineering +4 (1 Rank, 3 Trained, 0 Int) [+Nation]
K: Geography +4 (1 Rank, 3 Trained, 0 Int) [+Nation] [+Urban]
K: History +7 (4 Rank, 3 Trained, 0 Int) [+Nation]
K: Local +5 (1 Rank, 3 Trained, 0 Int, 1 CE) [+Nation]
K: Nature +4 (1 Rank, 3 Trained, 0 Int) [+Nation]
K: Nobility +10 (6 Rank, 3 Trained, 0 Int, 1 CE) [+Nation]
K: Planes +4 (1 Rank, 3 Trained, 0 Int) [+Nation]
K: Religion +4 (1 Rank, 3 Trained, 0 Int) [+Nation]
Spellcraft +4 (1 Rank, 3 Trained, 0 Int)

Heal +1 (0 Rank, 0 Trained, 1 Wis)
Perception +13 (9 Rank, 3 Trained, 1 Wis) [+Nation] [+Urban]
P: Gambler +9 (5 Rank, 3 Trained, 1 Wis)
Sense Motive +14 (9 Rank, 3 Trained, 1 Wis, 1 Trait) [+Nation]
Survival +12 (7 Rank, 3 Trained, 1 Wis, 1 Trait) [+1/2 Level to following Tracks] [+Nation] [+Urban]

Bluff +17 (9 Rank, 3 Trained, 3 Cha, 2 Persuasive) [+Nation]
Diplomacy +17 (9 Rank, 3 Trained, 3 Cha, 2 Persuasive) [+Nation]
Intimidate +7 (1 Rank, 3 Trained, 3 Cha)

Favored Terrain: Urban (+6), [+2 at a Party or Courtly Function]
Favored Nation: Taldor (+4)
Favored Nation: Qadira (+2)

Gear, Magic and Other


Weapons and Armor
+1 Liquidglass Heavy Pick (3110 GP) ["Wheel of Fate"]
-> Dragonskin Grip (250 GP)

+1 Adaptive Composite Longbow (0) (3375 GP)
+1 Mithral Breastplate (5200 GP)
MWK Buckler (155 GP)

Durable Arrows [20] (20 GP)
Cold Iron Arrows [15] (2 GP)
Trip Arrow [4] (40 GP)

Wondrous Items
Belt of Physical Might (Str/Dex) +2 (10000 GP)
Headband of Alluring Charisma +2 (4000 GP)
Boots of Friendly Terrain [Urban] (2400 GP)
Cloak of Resistance +2 (4000 GP)
Sleeves of Many Garments (200 GP)
Ring of Protection +2 (8000 GP)
Dark Blue Rhomboid

Consumables and Other
Bag of Holding Type II (5000 GP)
Lady's Mercy (150 GP)
Wand of Cure Light Wounds [CL1] [46 Charges] (750 GP)

Scroll of Cure Light Wounds [CL1] (25 GP)
Scroll of Cure Light Wounds [CL1] (25 GP)
Scroll of Cure Light Wounds [CL1] (25 GP)
Scroll of Cure Light Wounds [CL1] (25 GP)

Potion of Cure Light Wounds
Potion of Cure Moderate Wounds x3
Potion of Cure Serious Wounds x2
Potion of Barkskin +2
Potion of Bull's Strength
Potion of Bear's Endurance
Potion of Invisibility

Equipment, Tools and Gold
Ranger Kit (9 GP)
Spring-Loaded Wrist Sheath (5 GP)
Silver Dagger (12 GP)
Cold Iron Dagger (4 GP)
Cold Weather Outfit (8 GP)
Hot Weather Outfit (8 GP)
Masterwork Instrument (From Trait)
Vial of Holy Water

Gold: 5008 GP



Charm: 6 (12 Agents)
Genius: 0
Heroism: 2 (4 Agents)
Sacrifice: 0
Sagacity: 0
Subterfuge: 2 (4 Agents)

Agents: 20/20

Class Features


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.
A successful rumor empathy check allows the dandy to increase or decrease the rumor’s tone by one step. For example, he could make an indifferent rumor friendly and thus positive toward its target, or an unfriendly rumor hostile and thus even more negative toward its target than it was originally.

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.
If the rumor is only spreading through a smaller segment of the population, such as the elven district in a larger metropolis, use the population of that smaller segment to determine the DC and number of days of work required to use rumor empathy. The DC also increases by 10 if the rumor is about the dandy himself, since the dandy is obviously a biased source with respects to rumors about his own person.


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.



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

Spells (CL = Ranger - 1)


0th - Prestidigitation, Message, Sift, Mending, Grip, Detect Magic

1st (3/day) [DC 14] - Unbreakable Heart, Daivon's Parry, Feather Step, Lucky Number, Remove Fear

2nd (2/day) [DC 15] - Mirror Image, Sense Vitals, Reinvigorating Wind, Heightened Reflexes

Koriana's Blade:

Koriana's Blade is a +3 defending longsword. It has five gemstones in its pommel. Two are broken, but the white, red, black, and green gems are intact.

Once per day, the wielder can trigger a gemstone as an immediate action to:
- the white gem negates magic missiles
- the red gem to gain immunity to a fire effect
- the green gem to become immune to a poison effect
- the black gem to become immune to a negative energy effect.
x The pink gem protects against mind-affecting effects.

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.