Koriah Azmeren

Duška Umírajícíkrev's page

218 posts. Alias of Black Dow.


Half Elf


Ranger [Wild Shadow] 4 | HP 32/32 | AC 17/T14/FF13 | F+5, R+8, W+2 | Perc +7, Low Light Vision | Init +6 | Move: 30ft.


Grand Ranger of Stagfall - Female

About Duška Umírajícíkrev

Stepping from the cover of the trees, the lithe woman cradles her bow in practiced readiness as she watches you approach. Clearly outfitted for both life in the wilds, and the threats it may present, she tips a silent nod in greeting.

As you get closer to the tall ranger, your eyes catch the coils of vermillion hair that spill from a faded headscarf of Varisian gypsy design. Henna tattoos mark her brows and cheeks, framing elegant features that offer a hint of an elven or perhaps fey bloodline...

Female Half Elf Ranger (Wild Shadow archetype) 4

Chaotic Good Medium Humanoid (Half Elf)

Favoured Class: Ranger

Favoured Class Options:

+1 HP
+1 Skill Point [ooc](Selected @ Levels 1-4)

+1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.

Speed: 30ft Unarmoured/30ft Armoured
Init: +6
Senses: Perception +7; Low Light Vision.


AC 17 (10 Base, +4 Dex, +3 MW Studded Leather Armour)
Touch AC 14 (10 Base, +4 Dex)
Flat Footed AC 13 (10 Base, +3 MW Studded Leather Armour)
HP 32 (4d10 [28]; +4 Con)
SAVES*: Fort +5 Ref +8 Will +2**
* Racial immunity to magic sleep effects & +2 racial saving throw bonus against enchantment spells and effects.
** +1 Feat bonus on all Will saves made to resist enchantment effects.
CMD: 19 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)


* All weapon attacks against her Favoured Enemy (Humans) gains +2 class bonus to attack & damage rolls

BAB +4
Melee: MW Rapier +8 (1d6+1/18-20) or MW Starknife +8 (1d4+1/x3)
Ranged*: Darkwood Composite Longbow (+1 STR) +8 (1d8+1/x3) Range: 110ft. or MW Starknife +8 (1d4+1/x3) Range: 20ft.
CMB: +5 (BAB+STRMod+SizeMod)

* +1 to hit and damage if within 30ft (Point Blank Shot feat)


STR 13 (+1); DEX 18 (+4); CON 13 (+1); INT 12 (+1); WIS 13 (+1); CHA 12 (+1)


3 Points - STR (13) = 13
7 Points - DEX (15) +2+1 = 18
3 Points - CON (13) = 13
2 Points - INT (12) = 12
3 Points - WIS (13) = 13
2 Points - CHA (12) = 12

+2 Racial Bonus to DEX
+1 Character Advancement Bonus to DEX


Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Dex chosen)
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat & Skill Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list (Forest chosen). The character selects three 0-level druid spells (Enhanced Diplomacy, Light & Mending chosen) and one 1st-level druid spell (Blend chosen) If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. This trait replaces keen senses.
Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. (Acrobatics & Sense Motive chosen). This trait replaces multitalented.


For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

The isolation that some half-elves feel leads them to live a life of isolation amid the wild places of the world. Such rangers stalk the wild like shadows, creating close bonds with the wild itself instead of seeking the solace and aid of companions. While ill at ease within cities and other urban areas, they are adept at using the terrain to tactical advantage; they dart through brambles and rough terrain with uncommon grace and use the land itself to lock down enemies.

Weapon & Armour Proficiency:

A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favoured Enemy (Ex):

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

(Humanoid (Human) chosen)

Track (Ex):

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus currently +1

Wild Empathy (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.

Wild At Heart (Ex):

At 1st level, a wild shadow adds only 1/2 his class level when making wild empathy checks while in urban areas, and adds only 1/4 his class level to follow or identify tracks in such areas. In non-urban settings, he is considered two levels higher when determining the bonuses for such checks.

This ability alters the track and wild empathy class features.

Combat Style - Archery (Ex):

At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used.

Core Rules only: archery or two-weapon combat.
Core Rules + APG: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.


If the ranger selects archery style, he can choose from the following list whenever he gains a combat style feat:

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.


A ranger gains Endurance as a bonus feat at 3rd level.

Favoured Terrain (Forest) (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). Forest chosen.

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.

Archetype alteration: At 3rd level, when a wild shadow chooses a favored terrain, he cannot choose urban as the terrain type. Furthermore, at 8th level and every five levels thereafter, when he chooses a new favorite terrain type, he cannot choose the urban terrain type.

This ability alters the favored terrain class feature.


Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Woodland Stride (Ex):

This ability functions as the 7th-level ranger class feature of the same name, but the wild shadow gains it at 4th level instead.

A ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

This ability replaces the hunter's bond class feature.


1st Level (0+1): Gravity Bow


All are usable 1/day when in Forest terrain only. CL: 1; Concentration +1
0-Level: Enhanced Diplomacy; 0/1 day
0-Level: Light; 0/1 day
0-Level: Mending; 0/1 day
1st Level: Blend; 0/1 day


Harrowed (General) - Starting Character Feat:

Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.

Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Skill Focus (General) - Bonus Racial Feat:

Choose a skill. You are particularly adept at that skill.
(Sense Motive chosen)

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special:: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Precise Shot (Combat) - Combat Style Feat:

You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot. (waived with Ranger Combat Style)

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Endurance (General) - Bonus Class Feat:

Harsh conditions or long exertions do not easily tire you.

Benefit: 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.

Weapon Finesse (Combat) - 3rd Level Character Advancement Feat:

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: 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.

Special: Natural weapons are considered light weapons.


Bandit (Kingmaker Campaign Trait):

You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.

Benefits: You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Elven Reflexes (Half Elf Race Trait):

One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes.

Benefit: You gain a +2 trait bonus on initiative checks.

Fey Protection (Magic Trait):

Your birth brought an unexpected guest to your parents' home: a helpful fey who prophesied about your future and gave you a magical gift in exchange for your parents' hospitality, a cup of milk, and a drop of your blood.

Benefit(s): You gain a +1 trait bonus to AC against attacks of opportunities made by fey and a +1 trait bonus on saving throws against the effects of fey creatures.


Tainted Spirit (Reflavoured):

When you were a child, your mother made a minor pact with a fey on your behalf, stealing some of your vitality in exchange for a minor boon.

Effect: At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.

RANGER: 8 per level (6 Class; + 1 Int; +1 Favoured Class) + 2 Background per level

Acrobatics +9: 2 Ranks; +4 DEX; +3 Class
Climb +6: 2 Ranks; +1 STR; +3 Class
Craft (Bows) +7:1 Rank; +1 INT; +3 Class; +2 MW Tools
Handle Animal +5: 1 Rank; +1 WIS; +3 Class
Heal +6: 2 Ranks; +1 WIS; +3 Class
Intimidate +6: 2 Ranks; +1 CHA; +3 Class
Linguistics: 1 Rank
Lore (Gronzi Forest - Brevoy) +5: 1 Rank; +1 INT; +3 Class
Lore (Local Bandits) +6: 2 Ranks; +1 INT; +3 Class
Lore (Woodland Fey) +6: 2 Ranks; +1 INT; +3 Class
Knowledge (Geography) +5: 1 Rank; +1 INT; +3 Class
Knowledge (Nature) +8: 4 Ranks; +1 INT; +3 Class
Perception +7: 3 Ranks; +1 WIS; +3 Class
Profession (Fortune Teller) +6: 2 Ranks; +1 WIS; +3 Class
Ride +8: 1 Rank; +4 DEX; +3 Class
Sense Motive +8: 2 Ranks; +1 WIS; +3 Class; +3 Feat
Stealth +11: 4 Ranks; +4 DEX; +3 Class
Survival +7: 3 Ranks; +1 WIS; +3 Class
Swim +5: 1 Rank; +1 STR; +3 Class

+2 class bonus on Bluff, Knowledge, Perception, Sense Motive & Survival checks against Humans (Favoured Enemy Ranger class ability.
+1 trait bonus on Bluff, Diplomacy, Intimidate & Sense Motive checks when dealing with brigands, thieves, bandits and their ilk.

Languages: Common, Elven, Varisian, Sylvan


Combat Equipment: MW Studded Leather Armour; Darkwood Composite Longbow (+1 STR); 20 arrows; MW Rapier; MW Star-knife; Weapon Blanch (Silver); Grappling Arrow; Elixir of Hiding (2 doses); Potion of Barkskin (+2AC); Potion of Hunter's Howl; Potion of Aspect of the Falcon.

Mundane Equipment: MW Backpack - holds following; Blanket & Bedroll, Silk Rope, Moonrod (3), Healer's Kit (10 uses remaining), MW Bowyers Tools; Elven Trail Rations (5 days), Canteen (water), Mess Kit, Flask of Applejack, Sack; Wooden Holy Symbols of Cernunnos and The Green Faith; Explorer's Outfit (worn); Scarf (worn - head); Tattoos (worn); Belt Pouch #1 (holds - coin); Belt Pouch #2 (holds - Flint & Steel, Harrow Deck - Her Mother's)

Encumbrance: 32.05lbs (Light Load)

Light Horse: Stín Brevic: "Shadow"

Gear: Riding Kit (bit and bridle, a Riding saddle, a saddle blanket, saddlebags, and 2 days' worth of feed); 20 arrows; 20 pronged arrows,

Encumbrance: 60.00lbs (Light Load)


Platinum Dragons:
Gold Crowns: 101
Silver Links: 19
Copper Bits: 17


Age: 25 Height: 5'9 Weight: 127 lbs.


Rumoured to be the daughter of legendary bandit chieftain Duma the Sly and Jolana, a itinerant gypsy fortune-teller of Varisian decent.

Duška spent her formative years either on the road with her fey blooded mother, assisting her as she traveled through Brevoy granting augurs and weaving fortunes to those with the coin or lodgings to spare. Through tap-room tales, and market stall gossip she learned more and more of her father's legend. In her zeal the young half elf yearned to emulate him in being a gentleman bandit beloved of the common folk and scourge to the nefarious nobles and their ilk, and thus practiced with bow and rapier.



Yet in the 20 years since she had seen her father, the 20 years since he had rescinded from the folklore surrounding this "noble outlaw" - banditry had become a far grimmer, bloodier affair.