Amiri

Carlissa Solstine's page

2 posts. Alias of Profession Smith 6 ranks.


About Carlissa Solstine

Name Carlissa Solstine
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Race Human
Gender Female
Age 16 DoB 8/4/4700
Class Ranger (Urban) Level 1
Init +4; Senses Perception +5
[dice=Carlissa Solstine Initiative]1d20+4[/dice] | [dice=Carlissa Solstine Perception Check]1d20+5[/dice]
AL Neutral Good
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 12 hp History (10/)
Fort +3, Ref +6, Will +1
[dice=Carlissa Solstine Fortitude Save]1d20+3[/dice]
[dice=Carlissa Solstine Reflex Save]1d20+6[/dice]
[dice=Carlissa Solstine Will Save]1d20+1[/dice]
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OFFENSE
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Speed 30 ft.
Melee rapier +6 (1d6+1 piercing/18-20) or silver dagger +5 (1d4 silver, piercing, slashing/19-20)
[dice=Carlissa Solstine rapier]1d20+6[/dice] for [dice=piercing damage]1d6+1[/dice] (18-20)
[dice=Carlissa Solstine silver dagger]1d20+5[/dice] for [dice=silver, piercing, slashing damage]1d4[/dice] (19-20)
[dice=Carlissa Solstine silver dagger]1d20+5[/dice] for [dice=bludgeoning, nonlethal damage]1d6+1[/dice]

Ranged composite longbow (+1 Str) +5 (1d8+1/x3) (range increment 110 ft.)
[dice=Carlissa Solstine composite longbow (+1 Str)]1d20+5[/dice] for [dice=piercing damage]1d8+1[/dice] (20/x3)

Special Attacks favored enemy +2 (humans)

Ranger Spells Known (CL n/a yet)
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STATISTICS
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Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse, Weapon Focus (rapier)
Traits Affable (social), Child of Kintargo (campaign), Reckless (combat),

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.

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SKILLS (8 Skill Ranks Per Urban Ranger Level [6 + 1 Int + 1 skilled + 2 Background])
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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
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SPECIAL QUALITIES
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SQ track +1, wild empathy +2
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EQUIPMENT AND GOLD (Price/Weight)
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Gear masterwork studded leather armor* (175/20), buckler (5/5), rapier (20/2), silver dagger w/hollowed pummel dagger (27/1), sap (1/2), composite longbow (+1 Str) (210/3) with 20 arrows (15 normal, 4 cold iron, 1 silver) (5+/3), thieves’ tools (30/1), 2 belt pouches (2/1)
Gear Not Carried: arrows (5 regular, 16 cold iron), noble’s outfit* (75/10), Solstine signet ring* (5/-) (inside pommel of silver dagger)
* Free with Child of Kintargo campaign trait.

Carrying Capacity (12 Str) Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.
Current Encumbrance: 38 lbs.

Gold 0 gp
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APPEARANCE
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Height 5’5”
Weight 119 lbs.
Eye Color Brown
Hair Color Brown
Region of Origin Kintargo, Cheliax
Parents Regions of Origin Kintargo, Cheliax
Deity none yet

Character Overview
Carlissa is a young member of one of Kintargo’s lesser noble houses. She feels she’s been coddled by her parents and older siblings and yearns for the chance to prove herself as a competent and valuable asset to her house. Trained as an urban ranger, she has the tools and drive to help liberate her beloved city from the despicable curse that is its new lord-mayor, Barzillai Thrune.

Backstory and Motivation
Carlissa is the youngest of three siblings born to Caldarris and Julya Solstine, an unremarkable but strong branch of the Solstine family tree whose trunk is the family matriarch, Raenna, an 85-year-old half-elf. While most of the Solstine clan don’t stand out as particularly impressive, there is great hope for the children of Caldarris and Julya. Their eldest, Jayson, is a level-headed and intelligent warrior, while the middle child, Jolena, has become a wizard showing the first hints of great promise. Which brings us to the ”baby” of the family—Carlissa.
Always the smallest of the siblings (though her final growth spurt drew her within an inch of her sister’s height), Carli was always treated with kid gloves and shielded as much as possible from the hardships of the world by both her parents and siblings. While this concern was thoughtful and nice, it planted in Carli a seed of resentment. When this seed blossomed, however, Carli did not become angry or rebellious: instead, she relentlessly sought ways to prove herself capable and an asset to the family. She helped with planning and intel gathering as her brother and sister took their first forays toward becoming heroes and adventurers, but her protective parents would not allow her to actually accompany Jayson and Jolena into danger and potential combat.
Still, her siblings knew their baby sister well enough to know that Carli ultimately wouldn’t be denied and set things up for her to be mentored by an adventuring acquaintance, a slightly older urban ranger named Elsia Riversend. Elsia taught the smallest Solstine the art of fencing with a rapier, and Carli showed real promise. Still, the teen showed even more potential with a bow in her hands. She had the steady hands, patience, and, above all, the instincts needed to become an exceptional archer. In addition to weapons training, Elsia also shared her contacts in the city with her young protégé, and Carlissa took to information gathering and even a little subterfuge like a fish to water. While Carli was Elsia’s only student, the elder ranger thought of the youngest Solstine as her star pupil. She was showing real potential.
Then the Glorious Reclamation broke out and Elsia felt compelled to take part in it. Before leaving, she told a seemingly inconsolable Carli that she’d return as soon as humanly possible, but this was a quest she needed to be a part of, pointing out that, if successful, the Reclamation offered a brighter future for all Chelaxians. She also praised her student, telling Carli to keep practicing her archery as there really wasn’t a whole lot more she could teach her about swordplay; Elsia had given her all the tools to succeed, and now it was Carli’s turn to use those tools to the best of her ability. Thus, Elsia left the city and there’s been no word from her since.
Carli’s been spending a lot of her time since her mentor’s departure listening to old stories from one of the contacts Elsia introduced her to—Giveni Henge, the owner of the Three-Legged Devil festhall in Jarvis End, a bard and thorough anti-Thrunist. Though (allegedly) no longer an active participant in the politics of the city, Giveni is still a wellspring of information, as he chats up folks who enter his establishment and has gently taught his brothel workers how to keep their ears open for any secrets their clients might accidentally spill during their time at the Three-Legged Devil and has even mentored them a bit on how to draw such information out without drawing suspicion. It was Giveni who suggested that Carli attend the Aria Park protest to get the pulse of the city and perhaps overhear an interesting rumor or two. After an internal struggle as to whether he ought to share such information with one so young and unproven, Giveni decided to put a great bit of faith into the resourceful girl: he told her to be on the lookout for a human male wearing a lone black leather glove on his right hand. That man might have some pertinent news or be able to answer any questions the young Solstine lass might have.
Reason to Protest: Meeting a Contact (+2 bonus on Perception and Sense Motive checks during the protest).

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).
At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2.
For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.

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.