Amiri

Carlissa Solstine's page

35 posts. Alias of Profession Smith 6 ranks.


Classes/Levels

Female human Urban Ranger 1 | hp -6- 12/12 (0 NL) | AC 16, t 12, ff 14 | Fort +3, Ref +4, Will +1 | Init +2 | Perc +5 | Conditions: bless (9/10 rds.)

Strength 12
Dexterity 15
Constitution 12
Intelligence 13
Wisdom 13
Charisma 13

About Carlissa Solstine

Name Carlissa Solstine
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Race Human
Gender Female
Age 18
Class Urban Ranger Level 1
Init +2; Senses Perception +5
[dice=Carlissa Solstine Initiative]1d20+2[/dice]
AL Neutral Good
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DEFENSE
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AC 16, touch 12, flat-footed 14
(+3 armor, +2 Dex, +1 shield)
hp 12
[dice=Carlissa Solstine Constitution Check to Stabilize]1d20+[/dice]
Fort +3, Ref +4, Will +1
[dice=Carlissa Solstine Fortitude Saving Throw]1d20+3[/dice]
[dice=Carlissa Solstine Reflex Saving Throw]1d20+4[/dice]
[dice=Carlissa Solstine Will Saving Throw]1d20+1[/dice]
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OFFENSE
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Speed 30 ft.
Melee
[dice=Carlissa Solstine rapier]1d20+3 (Dex)[/dice] for [dice=piercing damage]1d6+1[/dice] (18-20)
[dice=Carlissa Solstine dagger (Dex)]1d20+3[/dice] for [dice=piercing, slashing damage]1d4+1[/dice] (19-20)
[dice=Carlissa Solstine sap (Dex)]1d20+3[/dice] for [dice=bludgeoning, nonlethal damage]1d6+1[/dice]
[dice=Carlissa Solstine silver light mace (Dex)]1d20+3[/dice] for [dice=bludgeoning, silver damage]1d6+1[/dice]
[dice=Carlissa Solstine unarmed strike (Dex)]1d20+3[/dice] for [dice=bludgeoning, nonlethal damage]1d3+1[/dice]
Ranged
[dice=Carlissa Solstine dagger]1d20+3[/dice] for [dice=piercing, slashing damage]1d4+1[/dice] (19-20)
[dice=Carlissa Solstine light crossbow]1d20+3[/dice] for [dice=piercing damage]1d8[/dice] (19-20)
Special Attacks favored enemy +2 (humans)

Ranger Spells Known (CL 1st; concentration +2): none yet
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STATISTICS
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Str 12, Dex 15, Con 12, Int 13, Wis 13, Cha 13
Base Atk +1; CMB +2; CMD 14
[dice=Carlissa Solstine CMB ()]1d20+[/dice] for [dice=damage][/dice]
Feats Additional Traits, Precise Shot
Traits Affable, Child of Kintargo, Reckless, Street Wary (Kintargo)
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SKILLS (Ranger: 10/level—6 class, 1 Int, 1 skilled, 2 Background)
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RANGER CLASS SKILLS (Acrobatics, Diplomacy, Sense Motive skills via traits)
[dice=Carlissa Solstine Acrobatics Check]1d20+6[/dice] – (+1 rank, +3 class, +2 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 info; 1/2 the time]1d20+7[/dice] – (+5 base, +2 trait)
[dice=Carlissa Solstine Disable Device Check]1d20+5[/dice] – (+1 rank, +3 class, +2 Dex, -1 ACP)
[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 (nobility) Check]1d20+6[/dice] – (+1 rank, +3 class, +1 Int, +1 trait) [BG]
[dice=Carlissa Solstine Perception Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Wis)
[dice=Carlissa Solstine Profession () Check]1d20+[/dice] – (+1 Wis; cannot be used untrained) [BG]
[dice=Carlissa Solstine Ride Check]1d20+1[/dice] – (+2 Dex, -1 ACP)
[dice=Carlissa Solstine Sense Motive Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Wis)
[dice=Carlissa Solstine Sense Motive Check (to get a hunch)]1d20+7[/dice] – (+5 base, +2 trait)
[dice=Carlissa Solstine Spellcraft Check]1d20+[/dice] – (+1 Int; cannot use untrained)
[dice=Carlissa Solstine Stealth Check]1d20+5[/dice] – (+1 rank, +3 class, +2 Dex, -1 ACP)
[dice=Carlissa Solstine Survival Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Wis)
[dice=Carlissa Solstine Survival Check (follow tracks)]1d20+6[/dice] – (+5 base, +1 class)
[dice=Carlissa Solstine Swim Check]1d20+0[/dice] – (+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 Disguise Check]1d20+1[/dice] – (+1 Cha)
[dice=Carlissa Solstine Escape Artist Check]1d20+0[/dice] – (+1 Dex, -1 ACP)
[dice=Carlissa Solstine Fly Check]1d20+1[/dice] – (+2 Dex, -1 ACP)
[dice=Carlissa Solstine Handle Animal Check]1d20+1[/dice] – (+1 Cha; untrained can handle and push domestic animals only) [BG]
[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] – (+1 Int; up to DC 10 only without library)
[dice=Carlissa Solstine Knowledge (religion) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library)
[dice=Carlissa Solstine Linguistics Check]1d20+1[/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 Lore () Check]1d20+[/dice] – (+1 Int; cannot be used untrained) [BG]
[dice=Carlissa Solstine Perform (any) Check]1d20+1[/dice] – (+1 Cha) [BG]
[dice=Carlissa Solstine Sleight of Hand Check]1d20+1[/dice] – (+2 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, animal empathy +1
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EQUIPMENT AND GOLD
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Gear mwk studded leather (175/20)*, buckler (5/5), signet ring (5/—)*, noble’s outfit (75/10)*, rapier (20/2), dagger (2/1), sap (1/2), silver light mace (25/4), light crossbow (35/4), 20 bolts (2/2), masterwork backpack (50/4), 2 belt pouches (2/1), thieves’ tools (30/1)

Carrying Capacity (Str 13) Light: 50 lbs. or less; Medium: 50 – 100 lbs.; Heavy: 101 – 150 lbs.
Current Encumbrance 39 lbs.

Gold 3 gp (campaign start)
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APPEARANCE
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Height 5’5”
Weight 113 lbs.
Eye Color Brown
Hair Color Brown
Region of Origin Kintargo, Empire of Cheliax
Parents Regions of Origin Kintargo, Empire of Cheliax
Deity Shelyn

Appearance Carlissa (or Carli, as she’s known by most acquaintances) is an average-looking young woman—typical of so many of the Solstine clan. She’s wiry (the unkinder description by some folk would be “scrawny”) and slightly above average in nearly all aspects of being a human female.

Personality Carli’s quiet and serious until she gets around the common folk of Redroof (and, occasionally, the outer fringes of Old Kintargo); then she turns on the charm and instantly becomes one of them…even though she’s technically a scion of a lesser noble house. The youngest (and least talented) of three children in her branch in the Solstine family tree, Carli has been held back while her older brother (Jayson, a budding fighter) and older sister (Jolena, a fledgling wizard trained at the city’s Alabaster Academy) have become the shining hope of the family’s future. Though her assigned task is merely to visit family-owned venues such as taverns and a couple of community playhouses in Redroof, Carli has secretly been training in the ways of an urban ranger, courtesy of an aging tiefling woman named Grezwella. The young Solstine lass has built her own network of contacts throughout Redroof, Temple Hill (she’s a frequent guest at Songbird Hall), and even on the outskirts of the tiefling slums known as the Devil’s Nursery. When Strea Teori vanished on the Night of Ashes, so did Grezwella, and Carli fears for the safety of her secret mentor.

When she heard about the upcoming Aria Park protest, Carli vowed to attend, even though she suspects her elder siblings will also be there. She’s decided to risk discovery by her brother and sister to seek any sign of Grezwella. The young Solstine is also drawn in by the chance to mingle with a wide variety of people steeled to action in solidarity by their dissatisfaction with how the city’s been run since the arrival of its new lord-mayor, Barzillai Thrune. The opportunity to possibly extend her web of informants and sources of information deeper into the heart of Argo Isle is also an irresistible lure to the young urban ranger. Carlissa intends to keep her eyes and ears open while maintaining a low profile at the protest.

Urban Ranger Archetype:

URBAN RANGER
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.