(HP 22/22 | AC 18 | T 12 | FF 16 | CMD 17 | F +5 | R +5 | W +2 | Init +2 | Per +6) [ooc]Male
Deity
Shimye-Megalla
Occupation
Adventurer, Fisher, Guard
About Dasiji Lekaya
PFS #36111-1
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Abbreviation Key
ACP = Armor Check Penalty. Already included in the score.
FEB = Favored Enemy Bonus. Not included in the score.
FTB = Favored Terrain Bonus. Not included in the score.
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Dasiji Lekaya
Male human (Ijo) ranger 2
NG Medium humanoid (human)
Init +2 (FTB); Senses Perception +6 (FEB, FTB)
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 22 (2d10 + 4 Con + 2 FC)
Fort +5 (+5 circumstance bonus vs. cold weather), Ref +5, Will +2
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OFFENSE
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Speed 30 ft. base, 20 ft. with breastplate or backpack
Reach 5 ft. (10 ft. with guisarme)
Melee FEB, Power Attack
Club +5 (1d6+3/20/x2) B
Cold iron spiked gauntlet +5 (1d4+3/20/x2) P, cannot be disarmed
Greatsword +5 (2d6+4/19-20/x2) S
Guisarme +5 (2d4+4/20/x3) S, reach, trip
Sap +5 (1d6+3/20/x2) B, nonlethal
Silver dagger +5 (1d4+2/19-20/x2) P or S
Ranged FEB, Rapid Shot
Darkwood composite longbow (Str +3) +5 (1d8+3/20/x3) B or P, 110 ft.
Dart +4 (1d4+3/20/x2) P, 20 ft.
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Power Attack -1/+2, Quick Draw, Rapid Shot
Traits Insider Knowledge (Diplomacy), Sargavan Guard (ISP) Armor Check Penalty -3 with breastplate or backpack
Skills 14 ranks (12 + 2 Skilled + 0 Int + 0 FC)
Acrobatics -1 (ACP, -4 racial penalty to jump)
Bluff +0 (FEB)
Climb +0 (ACP)
Diplomacy +5
Escape Artist -1 (ACP)
Fly -1 (ACP)
Handle Animal +4
Heal +8 (Healer's kit)
Intimidate +4
Knowledge / dungeoneering +4 (FEB, +2 circumstance bonus to underground navigation)
Knowledge / geography +4 (FEB, FTB)
Knowledge / nature +4 (FEB)
Perception +6 (FEB, FTB)
Perform / percussion instruments +1
Ride -1 (ACP)
Sense Motive +2 (FEB)
Sleight of Hand +0
Spellcraft +4
Stealth +3 (ACP, FTB)
Survival +6 (FEB, FTB, +1 bonus to track, +4 circumstance bonus vs. lost)
Swim +4 (ACP)
Languages Common (Chelish), Polyglot (Ijo)
SQ Combat style: Archery; Favored enemy: Monstrous humanoid +2; Track +1; Wild empathy +2
Favored Class Ranger (1 - hp; 2 - hp)
Worn Backpack (masterwork), Belt pouch (alchemy), Belt pouch (other), Breastplate, Cold iron spiked gauntlet, Explorer's outfit, Wrist sheath (spring-loaded)
Wrist sheath (spring-loaded) Silver dagger
Weapons & ammo Arrows (20), Blunt arrows (9), Club, Cold iron arrows with silver weapon blanch (20), Darkwood composite longbow (Str +3), Darts (4), Grappling arrow, Greatsword, Guisarme, Sap, Smoke arrow (1), Thistle arrows (10)
Pockets Antiplague, Antitoxin, Campfire bead, Candles (4), Chalk (4), Earplugs, Flint and steel, Ioun torch, Potion of enlarge person, Potion of protection from evil, Signal whistle, Smoked goggles, Tindertwigs (4), Universal solvent, Vermin repellant, Wand of cure light wounds (43)
Belt pouch (alchemy) Acid flask, Alchemist's fire, Alkali flask, Holy water flask, Thunderstone
Belt pouch (other) Compass, Healer's kit, Holy water flask, Map maker's kit
Backpack (masterwork) Acid flask, Bedroll, Caltrops, Clay mug, Cold weather outfit, Cooking kit, Crowbar, Hammer, Holy water flasks (2), Measuring cord (20 ft.), Musical instrument (bongo drums), Periscope, Pitons (4), Powder, Sack (empty), Sack (fishing & sewing kit), Silk rope (50 ft.), Tanglefoot bag, Torches (4), Trail rations (7 days), Water purification sponge, Waterskin, Whetstone, Winter blanket
Sack (fishing & sewing kit) Fishhooks (4), Sewing needle, String (50'), Thread (50 ft.)
Money 655.15 gp = 65 pp, 5 gp, 1 sp, 5 cp
Load 60.67 lbs. base, 162.17 lbs. with breastplate and backpack (86/173/260)
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SPECIAL ABILITIES
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Antitoxin If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cold weather outfit +5 Fort save vs. cold weather.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sargavan Guard -1 Armor check penalty.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy (-4 penalty vs. magical beasts).
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Background:
As a young Ijo fishing in Sargava's Desperation Bay, Dasiji was frustrated by the sahuagin that had moved into the ruins of the sunken Chelish fleet. The ravenous sharkmen depleted the stock of fish, stole from their crab traps, cut their nets when they dared to fish in deeper waters, and were a constant danger that kept the whole community stressed. Hunger and in-fighting were on the rise, the famous Ijo good humor virtually extinct; and Dasiji didn't know what to do. So, he joined the Sargavan Guard, in the hopes of learning fighting techniques from the colonists to bring back to his people.
Between subduing unruly drunks and keeping vigilant watch against dangerous wildlife, Dasiji learned how to use modern military weapons to good effect. He naturally met many people in the course of his work, including Pathfinders -- some because they got in trouble, others because a uniform or a badge is as good as a sign saying "I know this place, ask me questions." Eventually, he decided that just knowing how to use a polearm wasn't going to solve their problems; but if anyone could figure out how to oust the sahuagin from Desperation Bay once and for all, it would be the Pathfinder Society.
So, Dasiji left the Guard, joined the Pathfinder Society, and began taking whatever assignments he could get. As hard as it was leaving his culture behind to work with the Chelaxian colonists, it was even harder leaving his family and friends to go wherever he was told. Whenever he wants to stop and go back home, he reminds himself of his hope of advancing as quickly as possible to where he can find some secret to use against his people's underwater enemies. And that is where matters stand today.
Description:
You see a dusky-skinned Mwangi, somber and mostly outfitted like a colonial explorer, but with the headband and decorations of his people. He looks young, barely adult, not even twenty; yet he carries himself with the confidence of an experienced city guard. At about 6' of height and 180 lbs., he openly wears several weapons with the comfort and grace of long association, while his battered and stained armor might as well be a second skin for all the notice he gives it.