Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch laughs despite himself, mirthfully. "When pigs fly!" he says. "You won't lay down and retire while there's life left in you. It's not in your nature." The ranger says "Nothing can ever utterly wipe clean the slate of our lives. Even if we follow the path of redemption we must still pay for our mistakes. But that is for fate and the gods, not me. I believe that you will continue to meddle, for good or ill, but that you will do it from good intentions. I cannot condemn you for that." "Live." he says simply and looks at his companions for their vote.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
GM Xavier Kahlvet wrote:
It's meant to show that Fletch believes in redemption.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"Where we start is never as important as where we end," says Fletch. "And you seem to have ended well. Before I say what fate I think you deserve, I have one question. Why did you kill Dorianna Ouidda? Was it vengeance? Or was she part of Vahlo's plot?"
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"I'm sorry, what?" says Fletch, incredulously. "It sounded like you said put the helmet -on-. Now I'm no scholar, but that sounds bad."
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch has had nothing but betrayal from Torch over the years, real or imagined. But he is not stupid. He has heard from other Pathfinders that Torch may have been better than he seemed. Also, the man and his allies -had- just saved his life. More to the point, Fletch and his team are devastated and the last thing they need is a new fight on their hands. He decides to take a practical approach. "I don't," says Fletch. "But you seem to. Why don't you tell us what's going on here, besides yet another traitorous member of the Decemvirate? He was undead so likely he'll return. He was what? A lich? A graveknight? Not a vampire, surely." He glances up at the Absalom sun, then back at Torch. "So... who is he? And what do we have to do?"
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Huh. Sorry for my absence. The system didn't show me that there were any new posts. I must have done something wrong. For blessings of fervor, I'll take the +2 bonus on attack rolls, AC and saves. +3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed and Blessings of Fervor: 1d20 + 24 - 2 - 4 + 1 + 1 + 2 ⇒ (17) + 24 - 2 - 4 + 1 + 1 + 2 = 392d8 + 14 + 16 + 2 + 2 ⇒ (3, 8) + 14 + 16 + 2 + 2 = 45 <– First two arrows
Current AC: 31 (T: 18; FF: 27) [ooc]TL/DR: Two hits at AC 39 for 45 damage. One at 33 for 18, one at 27 for 22 and one at 21 for 18.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
GM Xavier Kahlvet wrote: I’m going to assume that Fletch has some way of dealing full damage to incorporeal creatures. Either way, Blue is still up. Ghost salts.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Hang in there! I assume you're not in the Solomon Islands (5.5) or in Kotzbue, Alaska (5.0), so you must be in Utah (5.7) (those are where earthquakes happened today.) Unless it happened yesterday and you live in Vanuatu (6.1), Samoa (6.0) or Chile (5.6). :-)
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
He's not looking too healthy. He should moisturize. Fletch studies Vahlo and remains behind cover for the moment. Fletch declares Vahlo to be his Quarry. Then takes full cover behind the wall.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch blinks, trying to force his eyes to see. Recognizing the Wall of Names, he perceives it as shelter. Grabbing his bow, he moves behind the wall for cover and continues trying to see what's going on around him. If any of his companions are not moving, he'll try to pull them to shelter before looking for the rest.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
GM Xavier Kahlvet wrote: I’ll take Fletch’s post (or lack thereof) as meaning he doesn’t really have much that he can do to help stop the ritual. Yup. Pretty much that.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
GM Xavier Kahlvet wrote: Untrue; Improved Precise Shot only allows the attacker to ignore cover/concealment less than total cover/concealment, and displacement explicitly acts like total concealment. Huh. You learn something new every day!
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch immediately pivots and continues firing, this time using special blessed ammunition against the astradaemon. He notes the shimmer around the fiend, notes the true location of its shadow, lines up the shot where he believes the fiend truly is, and fires. +3 adaptive composite longbow w/ +1 Holy Arrows, Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (17) + 24 - 2 - 4 + 1 + 1 = 372d8 + 14 + 16 + 2 + 2 + 4d6 ⇒ (7, 3) + 14 + 16 + 2 + 2 + (4, 2, 5, 2) = 57 <– First two arrows
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. 1) Note that DR should be applied only once because Fletch has Clustered Shots. 2) Fletch has no idea that Astradaemon DR is holy -and- silver, so the DR should still apply. 3) Please note that the Astradaemon's displacement will not avail it against Fletch's Improved Precise Shot. TL:DR: Two arrows hit AC 37 for a total of 57 holy damage. Two hit AC 32 for 48 holy damage. The fifth certainly missed.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
+3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (3) + 24 - 2 - 4 + 1 + 1 = 232d8 + 14 + 16 + 2 + 2 ⇒ (2, 6) + 14 + 16 + 2 + 2 = 42 <– First two arrows
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. TL:DR: Fletch can't hit the broad side of a barn.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch is in over his head and knows it. He's a determined soul who's always believed he would die on some battlefield or another, demanding only that the death be in a good cause. Outmatched and in mortal danger, he nonetheless maintains his composure. From his earliest days in the Andoran navy to his later days fighting cultists all across the world, Fletch has always moved towards the sound of battle, not for the love of battle, but for the chance to do good, to make use of his talents. In this moment, Fletch does not think about his past or his philosophies. His only thoughts are of angles, motion and wind direction. He fires and releases as soon as his skill and magic permit. +3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (14) + 24 - 2 - 4 + 1 + 1 = 342d8 + 14 + 16 + 2 + 2 ⇒ (8, 8) + 14 + 16 + 2 + 2 = 50 <– First two arrows
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. TL:DR: Two hits at AC 34 for 50 damage; 1 hit at AC 13 for 21 damage.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch rinses and repeats. +3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed: 1d20 + 24 - 2 - 4 + 1 + 1 ⇒ (10) + 24 - 2 - 4 + 1 + 1 = 302d8 + 14 + 16 + 2 + 2 ⇒ (5, 2) + 14 + 16 + 2 + 2 = 41 <– First two arrows
Good Lord. That was awful. 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.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"Thereus!" shouts Fletch, furious over the paladin's murder. In his anger, he fires a full barrage at the Decemvirate member. "Damn you to the Abyss!" +3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, and boots of speed and Freebooter's Bane: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (6) + 24 - 2 - 4 + 1 + 3 = 282d8 + 14 + 16 + 2 + 6 ⇒ (1, 1) + 14 + 16 + 2 + 6 = 40 <– First two arrows
Using the Combat Boon I've saved almost since the beginning to reroll the first d20 roll. Reroll Manyshot: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (6) + 24 - 2 - 4 + 1 + 3 = 28 Ooookay. 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.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch, unable to hear anything but his own heartbeat turns and takes aim at the Decemvirate member. He recalls the previous attempt to hide the truth behind a Decemvirate mask and he unleashes a single arrow, trying to help his more legendary companions. +3 adaptive composite longbow w/ Deadly Aim and boots of speed and Freebooter's Bane: 1d20 + 24 - 2 - 4 + 1 + 3 ⇒ (18) + 24 - 2 - 4 + 1 + 3 = 401d8 + 7 + 8 + 1 + 3 ⇒ (1) + 7 + 8 + 1 + 3 = 20 Freebooter's Bond: 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. Fletch also uses an old Hunter's Trick to help his companions. 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.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
D-O-U-G-H. Three astradaemons. Fletch pauses to see if anything distracts one of these dangerous demons. If nothing does, he moves straight away from the nearest one and seeks cover.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch steps in beside Thereus and joins him in a volley of arrows. +3 adaptive composite longbow w/ Rapid Shot, Many Shot, Deadly Aim, Point Blank Shot and boots of speed and Freebooter's Bane and Heroism: 1d20 + 24 - 2 - 4 + 1 + 1 + 3 + 2 ⇒ (9) + 24 - 2 - 4 + 1 + 1 + 3 + 2 = 342d8 + 14 + 16 + 2 + 2 + 6 + 4 ⇒ (8, 1) + 14 + 16 + 2 + 2 + 6 + 4 = 53 <– First two arrows
FREEBOOTER'S BANE: The Freebooter and his allies within 30' who can see or hear him gain a +3 UNTYPED bonus to weapon attacks and damage rolls. Summary - 2 arrows hit AC 34, doing a total of 53 damage. Another hit AC 32 for 28 damage. Another hit AC 29 for 26 damage and the last hit AC 19 for 24 damage.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
If Fletch sees his companions attacking something shrouded in mist, he will don his own goz mask (I figure that's a move action to retrieve and a standard action to put on.)
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"We're Pathfinders, Zurnzal. We honor our word. Give us the information now and just go. We won't pursue you, but we can't just wait around for that long."
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"What do you want?" asks Fletch, pausing in his efforts to kill the assassin. The ranger has always been a man to prefer negotiation to combat, but he is also hot over the death of Grognar. Contempt is clear in his voice.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch is usually up for diplomacy, but he just watched an Aspis Agent murder a Pathfinder in front of him as an opening gambit. The time for talk is over. Unless somebody stops him, he's going to stick some arrows in this guy. Nobody called for Initiative, so I'm putting this behind a spoiler: Tactical note: I'm aware that Fletch is much lower level, so rather than unloading a full that's unlikely to succeed, I'm taking a move action to activate Freeboter's Bond and Aiding Attack to give everyone an untyped +2 bonus AND an additional +2 circumstance bonus on attack rolls for the first person to attack him after me. Go get 'im! +3 adaptive composite longbow w/ Point Blank Shot and Freebooter's Bane: 1d20 + 24 + 1 + 3 ⇒ (15) + 24 + 1 + 3 = 431d8 + 8 + 1 + 3 ⇒ (6) + 8 + 1 + 3 = 18 Freebooter's Bond: 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. Fletch also uses an old Hunter's Trick to help his companions. 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.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch can add little to these magical shenanigans and instead spends his time keeping out a weather eye for approaching trouble. Perception: 1d20 + 19 ⇒ (20) + 19 = 39 "I doubt anyone fed her such a compulsion for the sake of her chronicle," says Fletch. "She either ran afoul of some random curse or, much more likely, someone didn't want her to be at her post and spent a great deal of effort to remove her without killing her. That rules out Zurnzal, but might include Torch. He's not a casual killer. Where is her post, anyway?"
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Fletch takes two of the potions. Folks, the only item on that list that I can really use is the pale green prism ioun stone, but adding +1 to my lower-level abilities isn't going to benefit the group as much as adding it to one of our heavier-hitters. Someone else should take that stuff.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"Folks," says Fletch. "She's one of the good guys. Or at least not one of the bad ones. We met a few years ago. I'll vouch for her. Shemis, I'm glad to see you're alive. What can you tell us about the current situation that might help us focus our actions?"
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Perception: 1d20 + 19 ⇒ (17) + 19 = 36 "Those guys? Yeah, they're up to no good. Let's go have a talk with them." GM, are the non-sneaking Pathfinders ignoring the skeletons? That seems odd.
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"What is the best route in?" asks Fletch. "Have you any magical means at your disposal? Oh, and are there any passwords or similar defenses we need to know about?"
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
"Those damned helms were a stupid idea from the very start," says Fletch. "The Decemvirate absolutely invited this attack. How many times have Pathfinders gotten into someone's 'impregnable hidden fortress' because we disguised ourselves as someone in the organization? This is 'Organizational Security 101' stuff. When this is over, the membership needs to have a very serious talk with the Decemvirate. Business as usual is getting members killed." "But we didn't come to talk politics. We need to take the fight to Vahlo before the Tyrant brings it to us."
Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Leaning comfortably beside the front gate is an archer, lean and weathered by sun and wind, his clothes a faded, but still clean and well-patched Andoran naval uniform absent any insignia of rank. He seems to recognize you as Pathfinders. “It’s been like this for hours,”, he says. "The gate's been locked from the inside and no one knows why. I'm Fletch and I know most of you by reputation, if not by sight. I'd wager we're the most accomplished Pathfinders currently in the city. I think it's fair to say that if this is going to get solved, it's going to be us that does the solving. We should go meet with Eliza Petulengro where it all began." "And by that I mean the Wounded Wisp, not the Pig's Paunch, 'course." Knowledge (local) 15: There has been quite a bit of debate over the years over which of the two taverns—the Wounded Wisp or the Pig’s Paunch—was actually the founding location of the Pathfinder Society. It’s also a tongue-in-cheek reference to the fact that Kreighton Shaine says at the beginning of the Confirmation that the Pig’s Paunch was where it all started, but the Wounded Wisp (the scenario) clearly says that it started at its titular tavern. This even got John Compton confused.
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
|