Dorian Rami
Female half-elf fighter 8/ranger (freebooter) 4 (Pathfinder Player Companion: Pirates of the Inner Sea)
NG Medium humanoid (elf, human)
Init +5;
Senses low-light vision; Perception +23
Aura freebooter's bane (1 ft.)
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Defense
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AC 30, touch 16, flat-footed 26 (+11 armor, +2 deflection, +4 Dex, +2 natural, +1 shield)
hp 112 (12d10+36)
Fort +14,
Ref +12,
Will +7 (+3 vs. fear); +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee demon bane +12/+7/+2 (1d8+16/17-20 plus 2d6 vs. evil) or
. .
devil bane +12/+7 (1d8+12/17-20 plus 2d6 vs. evil)
Ranged composite shortbow +16/+11/+6 (1d6+3/×3)
Special Attacks combat style (archery), weapon training (heavy blades +1)
Ranger (Freebooter) Spells Prepared (CL 1st; concentration +2)
. . 1st—heightened awareness[ACG]
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Statistics
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Str 18,
Dex 18,
Con 14,
Int 12,
Wis 13,
Cha 12
Base Atk +12;
CMB +12;
CMD 32
Feats Combat Reflexes, Double Slice, Endurance, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Two-weapon Fighting, Power Attack, Precise Shot, Skill Focus (Perception), Toughness, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits armor expert, indomitable faith
Skills Acrobatics +6, Climb +10, Diplomacy +5, Handle Animal +16, Heal +5, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +23, Ride +10, Sense Motive +4, Sleight of Hand +4, Spellcraft +10, Stealth +7, Survival +9, Swim +10;
Racial Modifiers +2 Perception
Languages Common, Elven, Osiriani
SQ armor training 3, elf blood, favored terrain (underground +2), freebooter's bond, track +2, wild empathy +5
Combat Gear oil of bless weapon (7),
oil of daylight (2),
potion of bear's endurance,
potion of bull's strength,
potion of cat's grace,
potion of cure light wounds (4),
potion of cure moderate wounds (3),
potion of displacement,
potion of fly,
potion of gaseous form,
potion of invisibility,
potion of lesser restoration,
potion of spider climb,
potion of touch of the sea (4),
potion of water breathing (2),
scroll of breath of life (2),
wand of cure light wounds,
wand of cure light wounds,
wand of endure elements (50 charges),
wand of lead blades (50 charges),
wayfinder, shining, acid (6), air crystal (10), alchemist's fire (6), antiplague (4), antitoxin (4), thunderstone, troll oil, weapon blanch (adamantine) (2), weapon blanch (cold iron) (2), weapon blanch (ghost salt) (2);
Other Gear +2 full plate,
demon bane,
devil bane, arrows (69), composite shortbow (+3 Str),
clear spindle ioun stone,
amulet of natural armor +2,
belt of physical might +2 (Str, Dex),
boots of the cat,
cloak of resistance +2,
cracked dusty rose prism ioun stone,
efficient quiver,
handy haversack,
headband of inspired wisdom +2,
ring of protection +2,
sash of the war champion, bedroll, chest, large, cold weather outfit, crowbar, flint and steel, grappling hook, hemp rope (50 ft.), hot weather outfit, mask, tent, small, torch (3), trail rations (9), heavy horse (combat trained), bit and bridle, feed (per day), riding saddle, saddlebags, 10,511 gp, 3 sp, 7 cp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Boots of the cat When falling, always land on feet and take the minimum damage.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Farmstead (1 @ 103 lbs) Can use Handle Animal for Day Job rolls.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sash of the war champion This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer’s shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.
Construction
Requirements Craft Wondrous Item, cat’s grace, remove fear; Cost 2,000 gp
Track +2 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Rune of Alacrity: Once per day as a swift action, you gain a +2 dodge bonus to AC for 3 rounds.
Current Ammount
Blanches For Arrows
20 Cold Iron
20 Ghost Touch
20 Adamantine
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Sliph - Horse, heavy (combat trained)
Male heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear bit and bridle, feed (per day) (2), riding saddle, saddlebags
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.