Ranger(Trapper) 5 AC:20,T:13,FF:17 |HP:40/40| Fort:+5,Ref:+7,Will:+2(+2 vs.Ench)|Init:+5|Senses:Low-Light, Perc +11, Sense Motive +1
Gender
Female
Alignment
Chaotic Good(ish)
Deity
Ketephys
Languages
Common, Elven
About Daeris Moonhunter
Level up to 6th
Personal History:
Daeris is usually closed-mouthed about her past and asking around about her will only reveal that Moonhunter is an assumed name that she took on after leaving her homeland forever, an outcast of her family.
Daeris is the daughter of an ancient noble line of elves, a family rich with arcane power and a talent for crafting quality magical items. It is rare that one born to such a family fails to manifest their trademark intelligence and charisma, but occasionally, nature has a cruel sense of humor.
But worse than nature's cruelty, was the pity and scorn of her family and kin. Her father often said her maple-leaf red hair must be a sign of her body trying to purge itself of the fiery temper she frequently displayed, especially when someone made some remark about her complete lack of magical skill. The elven youth of Kyonin often fence with blades as a spirited game, but Daeris frequently took her play too seriously, pressing her physical advantage on those who thought less of her and never settling for less than blood on her blade and a public submission from her opponent.
Her family moved to Greengold as her father took on more work selling magical goods and her mother was killed a few years later. Not long afterward, her father revealed to his daughter a human mistress and a half-elven son, Dagmar.
Daeris burned with fury over this posthumous betrayal of her mother and a terrible envy grew within her as the boy grew so quickly both physically and mentally and displayed a great talent with wizardry. Their father encouraged them to be as friends to one another, but Daeris could not conceal her contempt and soon the hatred was mutual. Eventually the day came that Dagmar insulted the memory of Daeris' mother and the young elf, still child-like in body despite being the elder sibling by twenty years, challenged her grown half-elf brother to a blood-duel. The young wizard dared to laugh at her earnest challenge until she lashed him across the face with her blade. Bleeding and enraged, Dagmar further insulted his half-sister by trying to incapacitate her with sleep spells and enchantments. Enraged, she ran him through without hesitation, killing him outright.
Her father found her actions shameful and so he arranged for Dagmar to be raised back to life and sent her find her own path to her brightness. Daeris accepted her banishment completely and sought the humble path of Ketephys, the hunter and took a name to reflect that.
Guen(Leopard Animal Companion):
GUEN
Female Companion Cat, Small (Leopard) Animal 2
TN Small animal
Init +5; Senses Low-Light Vision, Perception +5, Scent,
DEFENSE
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size, )
hp 16 (3d8)+3
Fort +4, Ref +8, Will +2
OFFENSE
Speed 50 ft.
Melee bite +8 (1d4+1)
Melee claw +8/+8 (1d3+1)
Special Attacks Trip,
STATISTICS
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 18 (22 vs. trip)
Feats Dodge, Weapon Finesse
Skills Acrobatics +5, Climb +5, Escape Artist +5, Fly +7, Intimidate -2, Perception +5, Stealth +13, Survival +1, Swim +1,
SQ Animal Traits, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,
Animal Tricks Attack, Come, Defend, Down, Fetch, Track
Possessions
SPECIAL ABILITIES
Animal Traits (Ex) Animals breathe, eat, and sleep.
Bonus Tricks 1
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
Weapon Finesse With a light weapon, 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.
ANIMAL TRICKS
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Chronicles Earned:
Intro 1: First Steps—Part I: In Service to Lore (GM credit)
#3-05: Tide of Twilight
#29: The Devil We Know—Part I: Shipyard Rats (GM credit)
#2–11: The Penumbral Accords (GM credit)
#30: The Devil We Know—Part II: Cassomir Below (GM credit)
#5–01: The Glass River Rescue
#3-16: The Midnight Mauler
#2: The Hydra's Fang Incident
#48: The Devil We Know—Part IV: Rules of the Swift (GM credit)
#5–09: The Traitor’s Lodge (GM credit)
#23: Tide of Morning (GM credit)
We Be Goblins Free!
#33: Assault on the Kingdom of the Impossible
Prestige Point Purchases:
25 PA Earned, 8 PP spent
Darkwood Masterwork Composite Longbow (+3 Str) - 2pp
Masterwork Agile Breastplate, Vented with Cold Iron Armor Spikes - 2pp
Wand of Cure Light Wounds (49/50 charges) - 2pp
Hunting Lodge Vanity - 2 PP
Animal Companion (Ex)
Bonus Critical Confirmation (Elf Weapons) (4x) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Favored Terrain (Urban) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Humanoid (Human) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Killer You made your first kill at a very young age and found the task of war or murder to your liking. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
No Spellcasting
Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).
Track (Ex) You gain +2 to Survival checks made to follow tracks.
Trap You can use ranger traps 3/day, DC 13 for Perception (to notice), Disable Device (to disable), and saving throws (to avoid).
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Fire Trap (Ex) (Su) The trap explodes in flames, dealing 1d6+0 points of fire damage to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist's fire when setting the trap.
Snare Trap (Ex) (Su) The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless you included a "leash" when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap's DC) as a full round action. The trap or its leash has 2 hit points, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger's trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At your option, if there is a tall object or structure nearby, you can have the trap lift the creature.
Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.