Madame Ivanja

Flori the Fabulous's page

224 posts. Alias of Dave Young 992.

Full Name

Flori Starkin




Urban Ranger 6, Init +6 (8)†; Perception +10 (12)†; AC 18, 13 T, 15 FF/ hp 50/52 Saves F +7 R +8 W +6; +2 vs. charm and compulsion










US Eastern Time, GMT -4, or Absalom


Common, Kellish, Undercommon

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Flori the Fabulous

CG F Human Urban ranger 6
Init +6 (8)†; Perception +10 (12)†

AC 18, 13 touch, 15 flat-footed (+5 armor, +1 deflection, +2 dex)
hp 52 (1d10+5d10 = 40 +6 con +6 favored)
Saves Fort +7 Ref +8 Will +6 {+2 vs. charm and compulsion}(Base: 5, 5, 2)

Speed 30
Melee +1 falchion +11 (2d4+7+6, 18-20x2), morningstar +10 (1d8+6+6, x2), starknife +10 (1d4+4+4, x3)
Ranged composite longbow +8 (1d8+4, x3), starknife +8 (1d4+4+4)
Special Attacks favored enemy (humans +4, aberrations +2 attack and damage)
Base Atk +6 CMB +10 CMD +22

Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. Flori's is a little wasp-shaped mark on the back of her neck.

Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Favored 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.

Track (Ex)

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

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.

Combat Style Feat (Ex) Two-Handed Weapon

The character can choose from the following list whenever he gains a combat style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.

At 6th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
Hunter's Bond (Ex)
A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

Urban Ranger:
For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests.

An urban ranger has the following class features:

Urban Ranger

At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Favored Community (Ex)

At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.

This ability replaces favored terrain.

Trapfinding (Ex)

At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name.

This ability replaces endurance.

Push Through (Ex)

At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.

This ability replaces woodland stride.

Blend In (Ex)

An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general.

This ability replaces camouflage.

Invisibility Trick (Sp)

At 17th level, the urban ranger can cast greater invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1).

This ability replaces hide in plain sight.

We are using Automatic Bonus Progression, and 1/2 treasure to start: 5,250 gp

CONTAINERS: Backpack, Spell component pouch, belt pouch, sack

Armor: Mithral Chain Shirt +1 (1100)
Eyes: Pirate's Eye Patch
Head: Hat of Disguise
Ring 1: Mundane
Ring 2: Mundane
Shoulders: Cloak of the Hedge Wizard (Transmutation): at will—mage hand; 1/day—enlarge person, expeditious retreat 2500
Wrist: Sleeves of Many Garments 200gp.

Falchion "Chopstick"; +1 bonus

Material Components/Foci Birthmark
Wands Cure Light Wounds 44 charges
Other Magic
Other Mundane MW Thieves’ tools (100), Morningstar (8), Dagger (2), Explorer's Outfit (8), Rogue's Survival Kit (71)
Total Gear 5159 gp
Cash 1248 gp


Chopstick hardness 12, hp 20.
Composite Longbow (475)gp
Starknives (2) (48)gp

Black Cat
Init +5 Perception +6
Size Medium; Speed 50 ft.; 
AC 21, 15T, 16FF
hp 33/39
Saves F 7, R 10, W 5, +4 vs. enchantment 
Attack  bite + 9 (1d6+3 plus trip), 2 claws +4 (1d3+1); 
Str 17, Dex 21, Con 15, Int 2, Wis 12, Cha 6; 
SQ devotion, evasion, low-light vision, scent
Feats Improved Natural Armor, Iron Will, Weapon Finesse
acrobatics +10
climb +7
escape artist +6
perception +6
stealth +10
swim +7
Tricks Attack, Guard, Stay
Sprint (Ex)
Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

Flori found Shadow when he was a tiny kitten, destined to die in the streets, without help. He thrived under her care, and because of their bond, he grew to be a medium-sized cat. He's devoted to her, and doesn't care much for anyone else.


bluff +9 (+4, 2)#/3
climb +10/3
craft (alchemy) +9/6*
diplomacy +10/4
disable device +6/1, {+8 w/tools}
handle animal +3/1
heal +11/5
intimidate +12/6
knowledge (dungeoneering) +0/0
knowledge (geography) +0/0
knowledge (local) +4 (6)†, (+4, 2)#/1
perception +10 (12)† (+4, 2)#/4
profession (tailor) +11/6*
ride +6/1
sense motive +7 (+4, 2)#/1
spellcraft +0/0
stealth +11 (13)†/6
survival 8 (10)† (+4, 2)#/3
swim +10/3

*Flori's background skills are craft (alchemy) and profession (tailor).
Bluff is a class skill from a trait. Diplomacy and Sense Motive are class skills from a feat.
†Bonus while in Absalom.
#Bonus vs. favored enemies.
Languages Common, Kellish, Undercommon

36 base ranks, 6 bonus (human)

Ranger Spells:
Spells known 1st: 2

Spells Prepared 1: Pass Without Trace, Speak with Animals

Flori has dark hair and eyes, with a chiseled, attractive face and an athletic physique. She has a rather fierce demeanor, but has a soft side when she's with trusted friends, and she dotes on her companion, Shadow.