Sound Warrior

Hootie Bell's page

413 posts. Organized Play character for nightdeath.


Full Name

Hootie Bell

Race

| HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|

Classes/Levels

Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Gender

#76925-39 CG Female Halfling Ranger 1 Rogue 2

Size

Small

Age

17

Special Abilities

Track, Favored Enemy, Trapfinding, Sneak Attack +1d6, Evasion, Rogue Talent

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Halfling, Dwarven, Azanti, Skald

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 13
Charisma 14

About Hootie Bell

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76925-39 Hootie Bell

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Character Crunch:

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Female Halfling Ranger () 1 Rogue () 1
Chaotic Good Small Humanoid
Init +5; Senses Normal Vision Perception +7

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Defense
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AC 19, touch 15, flat-footed 16 (+4 armor, +0 Shield, +3 Dex, +0 natural, +0 Dodge, +1 Size, +1 Deflection)
hp 23 (1d10+2d8)(+3 Con Bonus) (+0 Favored))
Fort +5, Ref +10, Will +3
Resist

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Offense
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Offenses
Speed 20 ft.
Ranged Small Longbow +5 (1d6 20/x3) (100Ft)
Melee Small Morningstar +3 (1d6+1 20/x2)
Melee Small sap +3 (1d4+1 20/x2)
Special Attacks +2 vs Humans, Sneak Attack +1d6
Spell-Like Abilities

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Statistics
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Str 12, Dex 16, Con 12, Int 13, Wis 13, Cha 14
Base Atk +2; CMB +2; CMD 15
Languages Common, Halfling, Dwarven, Azlanti (Trait Bonus), Skald
SQ

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Feats
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Point Blank Shot (Level 1 Feat)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Level 1 Feat)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

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Traits
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Reactionary (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Ancient Historian (Scarab Sages)
You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.
(Linguistics Chosen as Class Skill)

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Class Features
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Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

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 or identify 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.

Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex):
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

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Skills
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Acrobatics +8 (+2 Rank, +3 trained, +3 Ability, +2 Racial -2 Armor)
Appraise +5 (+1 Rank, +3 trained, +1 Ability)
Bluff +6 (+1 Rank, +3 trained, +2 Ability)
Climb +1 (+0 Rank, +0 trained, +1 Ability, +2 Racial -2 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +6 (+1 Rank, +3 trained, +2 Ability)
Disable Device +7 (+3 Rank, +3 trained, +3 Ability, -2 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist +5 (+1 Rank, +3 trained, +3 Ability, -2 Armor)
Fly +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Handle Animal +6 (+1 Rank, +3 trained, +2 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Dungeoneering) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Nature) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Geography) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Local) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (History) +2 (+1 Rank, +0 trained, +1 Ability)
Linguistics +1 (+1 Rank, +3 trained, +1 Ability)
Perception +7 (+1 Rank, +3 trained, +1 Ability, +2 Racial)
Perform +2 (+0 Rank, +0 trained, +2 Ability)
Ride +1 (+0 Rank, +0 trained, +3 Ability, -2 Armor)
Sense Motive +5 (+1 Rank, +3 trained, +1 Ability)
Sleight of Hand +5 (+1 Rank, +3 trained, +3 Ability, -2 Armor)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +11 (+3 Rank, +3 trained, +3 Ability, +4 Size, -2 Armor)
Survival +5 (+1 Rank, +3 trained, +1 Ability)
Swim -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Use Magic Device +6 (+1 Rank, +3 trained, +2 Ability)

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Magic
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Special Abilities
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Favored Enemy (Human):
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type 2 bonus on weapon attack and damage rolls against them

Rogue Talent:
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

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Equipment
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Equipment list]
Melee Weapons Small Morningstar, Sap
Ranged Weapons Small Longbow w/ 40 Arrows
Armor Chainshirt
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), Manacles x2, trail rations (5 days), and a waterskin.
Spell Component Pouch
Explorer's Clothes
Cold Weather Outfit
Masterwork Thieves’ Tools
Acid Flask
Acid Flask
Alchemist's Fire
Alchemist's Fire

Magic Item
Wand of Cure Light Wounds (42/50)
Cloak of Resistance +1
Ring of Protection +1
Wealth gp
Wealth 1146gp

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Racial Traits
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Halfling Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

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Background Story
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Hootie Bell :

Small in Size. Big in Heart. Bigger on the Chest size. Even Bigger in Temper is Hootie Bell. She doesn't take well to insults and is likely to fly off the handle on the smallest of things though she's learnt to curb her excesses since joining the Pathfinders.
Make no mistake, her heart is bigger than what her size would suggest, her care and concern for her fellow companions is something one wouldn't make a mistake though she loves battle as well. She considers them fun and yet can't explain them for lack of better word.

Nevertheless, one would find a fine companion in her. She does have an interest in Ancient History and their long almost forgotten languages.

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Appearance
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Hootie Bell Appearance:

Small in Size but her chest challenges her best efforts to restrain it and her striking red hair makes Hootie a standout even amongst her fellow kind.
Tight vest over her considerable assets with long leather pants that do nothing but accentuate her slender legs. Red hair groomed but with the ocassional feather marks her exotic good looks. Her iris reflects red sparkles but it a second glance it seems pretty normal.
A small backpack over her back, shorbow attached to her backpack within easy reach A long travelling coat tied around her waist, covering the back of her legs yet not so much to entangle in case of fast movement.