About Carlissa SolstineName Carlissa Solstine
Ranged composite longbow (+1 Str) +5 (1d8+1/x3) (range increment 110 ft.)
Special Attacks favored enemy +2 (humans) Ranger Spells Known (CL n/a yet)
Child of Kintargo (Campaign Trait):
You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp (mwk studded leather). If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name. _____________________________________________ SKILLS (8 Skill Ranks Per Urban Ranger Level [6 + 1 Int + 1 skilled + 2 Background]) _____________________________________________ URBAN RANGER CLASS SKILLS (Skills via traits—Acrobatics, Diplomacy) [dice=Carlissa Solstine Acrobatics Check]1d20+8[/dice] – (+1 rank, +3 class, +4 Dex, +1 trait, -1 ACP) [dice=Carlissa Solstine Climb Check]1d20+0[/dice] – (+1 Str, -1 ACP) [dice=Carlissa Solstine Craft () Check]1d20+1[/dice] – (+1 Int) [BG] [dice=Carlissa Solstine Diplomacy Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Cha) --- [dice=Carlissa Solstine Diplomacy Check (gather information)]1d20+7[/dice] – (+5 base, +2 trait) [dice=Carlissa Solstine Disable Device Check]1d20+7[/dice] – (+1 rank, +3 class, +4 Dex, -1 ACP) --- [dice=Carlissa Solstine Disable Device Check (w/o shield/ACP)]1d20+8[/dice] [dice=Carlissa Solstine Handle Animal Check]1d20+1[/dice] – (+1 Cha; untrained can handle and push domestic animals only) [BG] [dice=Carlissa Solstine Heal Check]1d20+1[/dice] – (+1 Wis) [dice=Carlissa Solstine Intimidate Check]1d20+1[/dice] – (+1 Cha) [dice=Carlissa Solstine Knowledge (dungeoneering) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library) [dice=Carlissa Solstine Knowledge (geography) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [BG] [dice=Carlissa Solstine Knowledge (local) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [dice=Carlissa Solstine Knowledge (local; with humans) Check]1d20+7[/dice] (+5 base, +2 FC) [dice=Carlissa Solstine Knowledge (nobility) Check]1d20+6[/dice] – (+1 rank, +3 class, +1 Int, +1 trait) [BG] [dice=Carlissa Solstine Knowledge (nobility; vs. humans) Check]1d20+8[/dice] – (+6 base, +2 FC) [BG] [dice=Carlissa Solstine Lore () Check]1d20+[/dice] – (+1 Int; cannot be used untrained) [dice=Carlissa Solstine Perception Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Wis) [dice=Carlissa Solstine Perception Check (vs. humans]1d20+7[/dice] – (+5 base, +2 FC) [dice=Carlissa Solstine Profession () Check]1d20+[/dice] – (+1 Wis; cannot be used untrained) [BG] [dice=Carlissa Solstine Ride Check]1d20+3[/dice] – (+4 Dex, -1 ACP) [dice=Carlissa Solstine Spellcraft Check]1d20+[/dice] – (+1 Int) [dice=Carlissa Solstine Stealth Check]1d20+7[/dice] – (+1 rank, +3 class, +4 Dex, -1 ACP) [dice=Carlissa Solstine Survival Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Wis) --- [dice=Carlissa Solstine Survival Check (following tracks]1d20+6[/dice] – (+5 base, +1 track) --- [dice=Carlissa Solstine Survival Check (vs. humans]1d20+7[/dice] – (+5 base, +2 FC) --- [dice=Carlissa Solstine Survival Check (following human tracks]1d20+8[/dice] – (+5 base, +1 track, +2 FC) [dice=Carlissa Solstine Swim Check]1d20+4[/dice] – (+1 rank, +3 class, +1 Str, -1 ACP) UNTRAINED SKILLS [dice=Carlissa Solstine Appraise Check]1d20+1[/dice] – (+1 Int) [BG] [dice=Carlissa Solstine Artistry Check]1d20+1[/dice] – (+1 Int) [BG] [dice=Carlissa Solstine Bluff Check]1d20+1[/dice] – (+1 Cha) --- [dice=Carlissa Solstine Bluff Check (vs. humans)]1d20+1[/dice] – (+1 Cha, +2 FC) [dice=Carlissa Solstine Disguise Check]1d20+1[/dice] – (+1 Cha) [dice=Carlissa Solstine Escape Artist Check]1d20+3[/dice] – (+4 Dex, -1 ACP) [dice=Carlissa Solstine Fly Check]1d20+3[/dice] – (+4 Dex, -1 ACP) [dice=Carlissa Solstine Knowledge (arcana) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)) [dice=Carlissa Solstine Knowledge (engineering) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library) [BG] [dice=Carlissa Solstine Knowledge (history) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library) [BG] [dice=Carlissa Solstine Knowledge (nature) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library) [dice=Carlissa Solstine Knowledge (planes) Check]1d20+1[/dice] – (+ Int; up to DC 10 only without library) [dice=Carlissa Solstine Knowledge (religion) Check]1d20+1[/dice] – (+ Int; up to DC 10 only without library) [dice=Carlissa Solstine Linguistics Check]1d20+3[/dice] – (+1 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG] [dice=Carlissa Solstine Perform (any) Check]1d20+1[/dice] – (+1 Cha) [BG] [dice=Carlissa Solstine Sense Motive Check]1d20+1[/dice] – (+1 Wis) [dice=Carlissa Solstine Sense Motive Check (vs. humans)]1d20+3[/dice] – (+1 Wis, +2 FC) [dice=Carlissa Solstine Sleight of Hand Check]1d20+3[/dice] – (+4 Dex, -1 ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG] [dice=Carlissa Solstine Use Magic Device Check]1d20+[/dice] – (+1 Cha; cannot use untrained) Languages Common, Infernal
Carrying Capacity (12 Str) Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.
Gold 0 gp
Character Overview
Backstory and Motivation
Urban Ranger Archetype:
Source: Advanced Player's Guide, pg. 130 For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features. Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills. Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance. Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride. Blend In (Ex): An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general. This replaces camouflage. Invisibility Trick (Sp): At 17th level, the urban ranger can cast greater invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1). This ability replaces hide in plain sight.
|