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Colleen Ravenhair -CORE-'s page

322 posts. Organized Play character for Great Green God.


Full Name

Colleen Ravenhair

Race

Ranger 3 | hp 28 | AC 17 T 13 FF 14 | CMD 18 | F +5 R +6 W +1 | Spd 30' | Init +3 (+5 urban) | KnGeo +6, KnNat +6, Perc +6, SensM +0, Surv +5| Favored Enemy (humans) +2, favored terrain (urban +2)

Classes/Levels

|

Gender

Female Human

Size

Medium

Age

19

Special Abilities

favored enemy (humans +2), favored terrain (urban +2), track +1, wild empathy +4

Alignment

CG

Deity

Cayden Cailean

Languages

Common, Orc

Occupation

Priveteer

Strength 14
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 10
Charisma 12

About Colleen Ravenhair -CORE-

Colleen Ravenhair (CORE)
Human (Varisian) ranger 3
CG Medium humanoid (human)
Init +3 (+5 urban); Senses Perception +6 (+8 v humans)
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Defense
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AC
17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 28 (3d10+6)
Fort +5, Ref +6, Will +1; Endurance, hot-weather outfit (+2 saves v hot weather)
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Offense
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Speed
30 ft.
Melee mwk rapier +7 (1d6+2/18-20) or
_____ mwk kukri +7 (1d4+2/18-20) or
_____ mwk rapier +5 (1d6+2/18-20) and mwk kukri +5 (1d4+1/18-20) or
_____ hand axe +6 (1d6+2/x3) or
_____ hand axe +4 (1d6+2/x3) and mwk kukri +5 (1d4+1/18-20) or
_____ sap +6 (1d6+2 nonlethal) or
_____ unarmed strike +6 (1d3+2 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks favored enemy (humans +2), favored terrain (urban +2)
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Statistics
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Str
14, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 18
Feats Combat Expertise, Endurance, Improved Feint, Two-Weapon Fighting, Weapon Finesse
Traits captain's blade, fast-talker
Skills Acrobatics +9 (+10 while on a vessel afloat on water), Bluff +8, Climb +7 (+8 while on a vessel afloat on water), Intimidate +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Profession (sailor) +6, Stealth +7, Survival +5 (+2 to avoid becoming lost w/ wayfinder), Swim +7
Languages Common, Orc, Varisian
SQ track +1, wild empathy +4
Combat Gear Potion of cure light wounds (3/3), potion of endure elements (2/2), Potion of jump (1/1), silversheen ; Other Gear +1 studded leather, crossbow bolts (10), light crossbow, mwk kukri, mwk rapier, sap, bullseye lantern, flint and steel, hot-weather outfit, journal UE, masterwork backpack APG, mug/tankard, superior loaded dice APG, trail rations (6), waterskin (2), Delvehaven Star Wayfinder, 356 gp, 1 sp, 8 cp
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Tracked Resources
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Crossbow bolts - 10/10
Potion of cure light wounds - 3/3
Potion of endure elements - 2/2
Potion of jump - 1/1
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Special Abilities
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Apprentice of Coming Back Alive (Liberty’s Edge faction) The best way to survive a mission is to avoid trouble in the first place, and the halfling Tamrin Credance has taught you a few tricks for evading enemies. You can cross this boon off your Chronicle sheet before attempting a Bluff or Disguise check, or any check attempted during a chase. You gain a +4 competence bonus on the check. (Faithless and Forgotten III: Infernal Inheritance)
Captain's Blade While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Endurance Harsh conditions or long exertions do not easily tire you. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Favored Enemy (Humans +2) (Ex) gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she 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.
Favored Terrain (Urban +2) (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Imperium Initiate Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a –2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round. (Faithless and Forgotten II: Lost Colony of Taldor)
Improved Feint You can make a Bluff check to feint in combat as a move action.
Track +1 A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normally if you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Wayfinder A small magical device patterned off ancient relics of a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
-- ☐ Delvehaven Star Wayfinder You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0). (Faithless and Forgotten III: Infernal Inheritance)
Wild Empathy +4 (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Weapon Finesse You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

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Player Great Green God
Character Colleen Ravenhair -CORE-
PFS # 139009-43
Faction Liberty's Edge
Day Job Profession (sailor) +5