Wizard

Bengi asuli Fidan's page

11 posts. Alias of rdknight.


Full Name

Bengi asuli Fidan

Race

Human (Kellid)

Classes/Levels

Ranger 3

Gender

Female

Size

Medium

Age

20

Alignment

CG

Deity

Desna

Languages

Taldane, Hallit

Occupation

Guide, Scout

Strength 15
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Bengi asuli Fidan

Bengi Portrait

Statistics:
Female Human Ranger (Tanglebrier Demonslayer / Transporter) 3
CG Medium Humanoid (Human)

Init +4; Senses Perception +7
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 light shield)

hp 31

Fort +5, Ref +7, Will +3

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OFFENSE
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Speed 30 ft.

Melee +5

Ranged +7
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STATISTICS
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Str 15, Dex 18, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +5; CMD 19

Traits

Chance Encounter (Campaign):
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Bastard (Social):
You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Indomitable Faith:
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats

Precise Shot:
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Rapid Shot (Archery RCS):
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Skills (27 points; 18 Class, 3 Skilled, 6 Background)
ACP -0

Acrobatics* +5 = DEX 4+1+0
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Appraise +0 = INT 0+0+0
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Bluff +0 = CHA 0+0+0
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Climb* +6 = STR 2+1+3
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Craft / Fletcher +4 = INT 0+1+3 (+1 Background)
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Diplomacy +5 = CHA 0+2+3
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Disable Device*† +4 = DEX 4+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +4 = DEX 4+0+0
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Fly* +4 = DEX 4+0+0
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Handle Animal† 4 = CHA 0+1+3 (+1 Background)
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Heal +5 = WIS 1+1+3
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +5 = INT 0+2+3
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +6 = INT 0+3+3 (+3 Background)
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K (History)† +1 = INT 0+1+0 (+1 Background)
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K (Local)† +0 = INT 0+0+0
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K (Nature)† +5 = INT 0+2+3
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +5 = INT 0+2+3
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K (Religion)† +1 = INT 0+1+0
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Linguistics† +0 = INT 0+0+0
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Perception +7 = WIS 1+3+3
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Perform +0 = CHA 0+0+0
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Profession† +1 = WIS 1+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +5 = WIS 1+1+3
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Sleight of Hand*† +4 = DEX 4+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +9 = DEX 4+2+3
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Survival +6 = WIS 1+2+3
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Swim* +6 = STR 2+1+3
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Use Magic Device† +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Hallit

Special Abilities:

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SPECIAL ABILITIES
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HUMAN (Kellid)
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Skilled:
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Military Tradition:
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Brokenback Seax, Bolas)

RANGER (Demonslayer / Transporter)
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Tanglebriar Demonslayer:

Skills: Tanglebriar demonslayers gain Knowledge (planes) as a class skill.

Favored Enemy (Ex)
: At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.

Demonologist (Ex):
At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.

Transporter:

Trailbreaker (Ex):
A transporter constantly works to obscure his trail. He increases the Survival DC to track him, or a group of which he is a part, by an amount equal to half his ranger level (minimum 1). This does not stack with similar abilities, such as a traceless operative’s trackless ability.
This ability replaces wild empathy.

Plot Course (Ex):
At 3rd level, a transporter can spend 1d4 hours and attempt a DC 15 Knowledge (geography) check to plot a subtle course of travel between his current location and another destination. The transporter’s course of travel is almost never direct, as it is optimized for smuggling. Thereafter, the transporter gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.
At 8th level, if the transporter’s Knowledge (geography) check exceeds the DC by 10, the bonuses increase to +4. At 13th level, if his Knowledge (geography) check exceeds the DC by 20, the bonuses increase to +6, and at 18th level, if the transporter’s check exceeds the DC by 30, the bonuses increase to +8.
A transporter can gain the benefits of only a single plotted course at any given time. If the transporter ever strays from the course or attempts to plot a new course for any reason, he loses the benefits of his current course immediately. A transporter can retry his Knowledge (geography) check to plot a course as long as he spends 1d4 hours each time.
This ability replaces favored terrain.

Favored Enemy (Ex)
Level 1: Outsider (Evil)

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.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Spells:

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Spells
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0th (0 at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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MWK +2 STR Composite Longbow
MWK Brokenback Seax (Cold Iron)
Boarding Axe (Cold Iron)
Dagger
Club
Bolas
Chain Shirt
Light Wooden Shield (Quickdraw)
Crusader's Cross (Wood)
Ranger's Kit
Gear Maintenance Kit
Grooming Kit
Wooden Holy Symbol
Standard Outfit
Journal
Pen & Ink

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Consumables
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Alchemists Fire (1)
Caltrops (Cold Iron) (1)
Candle (2)
Torches (5)
Tinder twigs (5)

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 42 GP 9 SP 5 CP

Background:

Appearance and Personality:

Height: 5'6" | Weight: 130 lbs. | Hair: Light Golden Blonde | Eyes: Pale Yellow

Party Role and Progression: