About "Fletch"Statblock:
Fletch
Male human ranger (freebooter, skirmisher) 14 (Pathfinder Player Companion: Pirates of the Inner Sea, Pathfinder RPG Advanced Player's Guide 128) NG Medium humanoid (human) Init +4; Senses Perception +19 Aura freebooter's bane (3 ft.) -------------------- Defense -------------------- AC 29, touch 16, flat-footed 25 (+11 armor, +2 deflection, +4 Dex, +2 natural) hp 130 (14d10+42) Fort +13, Ref +15, Will +8 Defensive Abilities evasion -------------------- Offense -------------------- Speed 30 ft.; fast swimmer Melee +1 adamantine greatsword +19/+14/+9 (2d6+7/19-20) Ranged +3 adaptive composite longbow +24/+19/+14 (1d8+8/×3) or . . mwk composite longbow +22/+17/+12 (1d8+5/×3) Special Attacks combat style (archery), hunter's tricks (9/day; aiding attack, chameleon step, hobbling attack, surprise shift, upending strike), quarry -------------------- Statistics -------------------- Str 18, Dex 18, Con 15, Int 12, Wis 14, Cha 10 Base Atk +14; CMB +18; CMD 34 Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim, Endurance, Improved Precise Shot, Improved Snap Shot[UC], Manyshot, Point Blank Master[APG], Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow) Traits armor expert, captain's blade, oregent desperation Skills Acrobatics +19 (+20 while on a vessel afloat on water), Climb +9 (+10 while on a vessel afloat on water), Handle Animal +13, Knowledge (dungeoneering) +9, Knowledge (local) +14, Knowledge (nature) +15, Knowledge (planes) +3, Perception +19, Profession (sailor) +6, Ride +13, Stealth +21, Survival +18, Swim +10, Use Magic Device +8 Languages Common, Halfling SQ camouflage, favored terrains (forest +4, underground +4, urban +2), freebooter's bond, swift tracker, track +7, wild empathy +14 Combat Gear +1 holy arrows (10), adamantine durable arrow (50), cold iron arrows (19), elixir of spirit sight, silver arrows (20), snapleaf[UE], wand of cure light wounds (17 charges), wand of cure light wounds (50 charges), skyrocket firework[UE], weapon blanch (adamantine)[APG] (3), weapon blanch (ghost salt) (3); Other Gear +5 mithral agile breastplate[APG], +1 adamantine greatsword, +3 adaptive composite longbow, arrows (40), mwk composite longbow (+4 Str), amulet of natural armor +2, belt of physical might +2 (Str, Dex), boots of speed, bracers of archery, greater, carpet of flying i, cloak of resistance +2, efficient quiver, goz mask[ISWG], handy haversack, ring of protection +2, silver nocking point, wax of defiance, courtier's outfit (3), grappling arrow[UE], grappling arrow[UE], grappling hook, silk rope (50 ft.), sunrod (3), trail rations (7), waterskin, ochre rhomboid ioun stone (+1 feat)(evil, cursed), 3,970 gp, 3 sp, 1 cp -------------------- Tracked Resources -------------------- +1 holy arrows - 0/10 Adamantine durable arrow - 0/50 Arrows - 0/40 Boots of speed (10 rounds/day) - 0/10 Cold iron arrows - 0/19 Elixir of spirit sight - 0/1 Goz mask (6 10 minute inc/day) - 0/6 Hunter's Tricks (9/day) (Ex) - 0/9 Oregent Desperation (1/day) - 0/1 Silver arrows - 0/20 Skyrocket firework - 0/1 Snapleaf - 0/1 Sunrod - 0/3 Trail rations - 0/7 Wand of cure light wounds (17 charges) - 0/17 Wand of cure light wounds (50 charges) - 0/50 Wax of defiance (10 uses) - 0/10 Weapon blanch (adamantine) - 0/30 Weapon blanch (ghost salt) - 0/30 -------------------- Special Abilities -------------------- Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment. Clustered Shots Total damage from full-round ranged attacks before applying DR Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Fast Swimmer (Ex) Swimming bonus Favored Terrain (Forest +4) (Ex) +4 to rolls when in forest terrain. Favored Terrain (Underground +4) (Ex) +4 to rolls when in underground terrain. Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain. Freebooter's Bane +3 (Ex) +3 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 +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability. Hunter's Tricks (9/day) (Ex) Various tricks. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Improved Snap Shot You threaten an additional 5 feet with Snap Shot Manyshot You can shoot two arrows as the first attack of a full attack action. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. 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. Quarry (Ex) +2 to hit and other bonuses vs. designated quarry. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced. Track +7 Add the listed bonus to Survival checks made to track. Wild Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy. Background:
Bellweather "Fletch" Ninefarthing was orphaned during a Cheliax raid when he was three days old. He was raised by the survivors of his small town, a family of halflings by the name of Ninefarthing. The Ninefarthing clan were escaped Chelaxian slaves and raised their adopted son to hate slavery and oppression.
As a young man, he proved such an adept archer that he gained the nickname "Fletch" and has gone by that name ever since. A fervent believer in the principles of liberty espoused by Andoran, Fletch joined the Pathfinder Society as a means to improve himself and uphold the cause of his young nation. History with the Pathfinder Society:
*Scenario 51 - City of Strangers, Part I: The Shadow Gambit
Hunter's Tricks:
Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll. Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal. Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds. Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target. Boons:
YOU RESCUED THE MINOTAUR PRINCE - Permanent +1 circumstance bonus to any INT- or CHA-based checks made while in Absalom. YOU BE GOBLINS! - +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive chencks made against goblins. FARMSTEAD - Can use Handle Animal skill to make Day Job rolls. COMBAT BOON - Reroll any one combat die roll. Usable once. (Blood Under Absalom). FAVOR OF CARTAHEGN - 10% off all mundane gear (not armor or weapons) in Garund. PRINCE OF WOLVES - +2 Diplomacy and Intimidate vs. Lycanthropes, and the DC for a lycanthrope to demoralize you is +2 higher. IMPRESSIVE INFLUENCE - Ingratiated with the following influential members of Inner Sea society: Alexander Bedard, Tancred Desimire and Rubaani Shafar. CUSTOM ORDER - Can purchase +1 Holy Arrows in lots of 10 (cost: 3600 gp). Can change type of enchantment for 4 PP. PERSONAL PHYSICIAN - Whenever you make a Fort save to recover from a disease, physician automatically succeeds on Heal check for any disease DC 20 or lower. At the conclusion of each scenario, physician casts one of the following for free: remove blindness/deafness, remove curse, remove disease, or remove paralysis. Also, reduces by 1 the prestige cost of the following spells: break enchantment, neutralize poison, restoration. EXTRA HOURS - May make Day Job rolls even when credit for scenario is applied as a GM. RUNE OF ARMOR - Once per day as a swift action, your natural armor bonus increases by 2 for 1 minute. MISSING MENTOR - You gain a +1 bonus on Will saving throws against fear spells and effects and the DC to Intimidate you is increased by 3. FAVORED OF THE TEN - Gain 2 extra Prestige. BLESSING OF CHASARAD - 0 - Check the box that precedes this boon to negate any one effect that would destroy or trap your soul when you are targeted. This does not prevent any addtional effects associated with that effect. Alternatively you can check the box to gain the assistance of one of Magrim's divine servants in escorting your soul back to your body, reducing the cost of one spellcasting service that would restore you to life by 8 Presting Points. MAZE BREAKER - 0 - Check the box that precedes this boon to use "walk through space" (Ultimate Combat 248) as a spell-like ability (CL 15th). Alternatively, you can check the box when attempting an intelligence check to escape a maze spell to automatically succeed. AIR AFFINITY ISAH'S WISH - Permanent +1 Con FAVORED OF THE TEN - Favor of the Decemvirate. COMMON DIE ROLLS
Bow with Freebooter's Bane
Greatsword
Greatsword with Freebooter's Bane
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