| Full Name |
Capt Mercy |
| Race |
Human |
| Classes/Levels |
Ranger6/Rogue5 |
| Gender |
Female |
| Size |
M |
| Age |
27 |
| Alignment |
Chaotic Neutral |
| Location |
Port Shaw |
| Occupation |
Ship Captain |
| Strength |
14 |
| Dexterity |
18 |
| Constitution |
15 |
| Intelligence |
14 |
| Wisdom |
10 |
| Charisma |
16 |
About Capt Mercy
Captain Mercy
Female human ranger 6/rogue 5
CN Medium humanoid (human)
Init +8; Senses Perception +14
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 74 (11 HD; 5d8+6d10+22)
Fort +8, Ref +13, Will +5
Defensive Abilities evasion, trap sense +1, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 punching dagger +12/+7 (1d4+3/×3) or
. . +2 scimitar +13/+8 (1d6+4/18-20) or
. . mwk dagger +12/+7 (1d4+2/19-20)
Ranged +2 repeating heavy crossbow +12/+7 (1d10+2/19-20) or
. . repeating heavy crossbow +14/+9 (1d10/19-20)
Special Attacks combat style (two-weapon combat), favored enemies (humans +4, magical beasts +2), sneak attack +3d6
Ranger Spells Prepared (CL 3rd; concentration +3)
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Statistics
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Str 14, Dex 18, Con 15, Int 14, Wis 10, Cha 16
Base Atk +9; CMB +11; CMD 25
Feats Double Slice, Endurance, Exotic Weapon Proficiency (repeating heavy crossbow), Improved Initiative, Improved Iron Will, Improved Two-weapon Fighting, Iron Will, Two-weapon Fighting, Vital Strike, Weapon Focus (repeating heavy crossbow)
Traits reckless, sailor (razor coast)
Skills Acrobatics +11, Appraise +10, Bluff +13, Climb +15, Diplomacy +11 (+13 to influence a person from specific organization), Disable Device +11, Disguise +12, Escape Artist +11, Intimidate +17 (+19 to influence a person from specific organization), Knowledge (local) +10, Perception +14, Perform (sing) +8, Profession (sailor) +15, Sense Motive +8, Stealth +16, Swim +15, Use Magic Device +12
Languages Common, Gnome, Halfling
SQ favored terrain (water +2), hunter's bond (companions), rogue talents (fast stealth, resiliency), track +3, trapfinding +2, wild empathy +9
Combat Gear potion of blur, potion of cure moderate wounds (2), potion of invisibility, potion of speak with dead, potion of speak with dead; Other Gear naval dress armor, +1 punching dagger, +2 repeating heavy crossbow, +2 scimitar, crossbow bolts (21), mwk dagger, repeating heavy crossbow, figurine (ivory goats), masterwork thieves' tools, 35 pp, 101 gp
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Water +2) (Ex) +2 to rolls when in Favored Terrain (Water).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 5 temporary Hp for 1 min.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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