Adowyn

Iandoli "Andi" Ives's page

3 posts. Alias of Ariarh Kane.


Full Name

Iandoli "Andi" Ives

Race

Half-Elf

Classes/Levels

Ranger (Freebooter) 4

Gender

Female

Size

M

Age

22

Alignment

Chaotic Good

Deity

Besmara

Location

The Shackles

Languages

Common, Elven

Occupation

Freebooter/Sailor

Strength 17
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 13
Charisma 10

About Iandoli "Andi" Ives

Physical Description:

Andi is of a good height, standing at 5'8" tall. Her body is well proportioned -- a little curve mixed with a toned, athletic body (weighing 126 lbs). Her skin is sun-kissed due to hours spent outdoors. She has long, wavy, dark golden hair, that she sometimes pulls partially back in random braids tied with leather cords. She has silver coloured eyes. She is striking enough, although she is more tomboy than lady-like. Down the length of her back is an intricate tattoo - portraying the mark of Besmara.

Pic of Andi

Personality:

Andi is spirited, impulsive, passionate and independent (more tomboyish in her antics). Has a deep laugh and seems to be able to land on her feet no matter the environment or event. Her adventurous nature makes her seek out opportunities and she will not allow her gender to get in the way of making her own life choices (she follows her own code). She speaks her mind, more readily than not and enjoys being a little rebellious. She is hale/physically strong and graceful on her feet (honed from growing up on the ocean). She isn't afraid of getting a little dirty and working hard.

Backstory:

Andi was born in the settlement of Drowning Rock, on the southwest side of Tempest Cay Island in the Shackles. She was the youngest of five and the only girl. Andi was also a half-elf and her brothers: Larin (28), Darik (27), Jacuin (25) and Kian (24) were all human (and all the boys had brown hair and dark blue eyes like their father). It came as quite a surprise to her “father”, Taylan Ives. Andi’s mother was spirited and could be a little reckless, being that Machelle Ives was considered fetching, spirited and highly sought after in Drowning Rock. Machelle had said it was some wandering Elf who seduced her one summer night under a full moon. She had begged forgiveness from Taylan when Andi was born. (Her mother had named her Iandoli as it sounded quite Elven and noble, but her brothers gave her the pet name “Andi” and it stuck.) The clam farmer-come-freebooter did not cast his wife aside for her momentary infidelity and instead raised Andi as if she were his own. It was well and good that he did, for the family “business” was run with a firm hand by (and under the watchful eye of) Machelle’s father (Andi’s maternal grandfather), Jimar Morgan, a privateer-come-smuggler. The clam farms were convenient covers and also brought in secondary revenue to the family. The Morgans and Ives ran small “fishing” boats up and down the coastline of The Shackles. In turn, the children learned the “family business”. Jimar Morgan had connections, not widespread, but enough to keep him content. He paid off many a local official to turn a blind eye to his less than reputable business.

Being raised among four large/tall and boisterous brothers, Andi grew up to be as adventurous as they were, maybe more so being she was female and had something to prove to them, and her grandfather. She got her sea-legs as soon as she learned how to walk and she loved climbing ropes and playing with weapons (all thanks to her big brothers).

One day, her brothers announced that they wanted to attend the Rum Punch Festival on Motaku Isle. They secured one of their grandfather’s vessels to sail down to Lilywhite the night before and join the drunken antics in celebration of Cayden Cailean (even though all of them venerated Besmara in one way or another). Andi begged to join them, as she’d never seen the festival before, but she was denied at every turn. It, however, did not stop her from packing what she needed, hiding in the cargo hold and tagging along. She was always very good at hiding and not being discovered.

Andi had waited until the boat was docked in harbour and her brothers had disembarked before leaving her hiding place and making her own way into Lilywhite (and the nearest tavern).

Andi's Theme Song

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Iandoli (Andi) Ives
Female Half-Elf Ranger (Freebooter) 4
CG Medium Humanoid (Human, Elf)
Init +4/+5/+6; Senses Low-Light Vision, Perception +10/+12

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Defense
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AC 18 , touch 13 , flat-footed 15 (+5 Armor, +3 Dex)
hp 34 (4d10+4+4FC)
Fort +5, Ref +7, Will +2/+4 vs enchantment spells & effects

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Offense
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Speed 30 ft.
Melee Masterwork Longsword +8 (1d8+3, 19-20x2) (+5, 1d8+7 with power attack) (with lead blades, normal damage is 2d6+3) (add an extra +1 to damage during surprise round, if able to act)
Ranged +2 Composite Longbow +7 (1d8+3, x3, 110ft range) (add an extra +1 to damage during surprise round, if able to act)

Ranger Spells Known (CL 1st; concentration +2)
1st (1/day) lead blades

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Statistics
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Str 17, Dex 16, Con 13, Int 10, Wis 13, Cha 10 (Ability Modifiers +2 STR, ability score increase +1 DEX)
Base Atk +4; CMB +7; CMD 20

Feats Skill Focus (Prof. Sailor) (bonus racial), Quick Draw, Rapid Shot (Combat Style Feat), Endurance (class bonus), Power Attack

Traits Ambush Training (Combat), Seafarer (Regional)

Skills Climb +8(2 ranks), Craft (Carpentry) +4(1 rank), Heal +4(1 rank), Know. Nature +5/+6(2 ranks, +1 trait), Know. Geography +5/+7(2 ranks, +2 for FT, +1 trait), Perception +10/+12(4 ranks, +2 racial, +2 for FT), Profession (Sailor) +11(4 ranks, +3 SF), Stealth +10/+12(4 ranks, +2 FT), Survival +8/+10(3 ranks, +2 for FT, +2 Track), Swim +8(1 rank, +1 trait) (Racial Skill Modifiers +2 to Perception)

Languages Common, Elven

SQ Freebooter’s Bane (Ex), Track, Wild Empathy, Combat Style Feat (Archery), Endurance, 1st Favoured Terrain (Water), Freebooter’s Bond (Ex)

Gear
Starting with Explorer’s Outfit valued at 10gp.

Armour
+1 Mithral Shirt +5 AC, ArmorCheck 0, Weight 10 lbs, Cost 2100gp

Weapons
Masterwork Longsword (+1 to attack roll), Weight 4 lbs, Cost 315gp
+2 Composite Longbow, Weight 3 lbs, Cost 300gp
Arrows (Common) (40), Weight 6 lbs, Cost 2gp

Equipment
* Travelling Outfit, Cost 1gp, Weight 5 lbs
* Cold Weather Outfit, Cost 8gp, Weight 7 lbs (This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
* Trail Rations (5 days) Cost 25sp, Weight 5 lbs
* Handy Haversack, Cost 2000gp, Weight 5 lbs (When the wearer reaches into it for a specific item, that item is always on top. Retrieving any specific item from a haversack is a move action and it does not provoke attacks of opportunity.)
* Bedroll, Cost 1sp, Weight 5 lbs
* Belt Pouch, Cost 1gp, Weight 0.5 lbs
* Soap, Cost 5sp, Weight 1 lbs
* Waterskin, Cost 1gp, Weight 4 lbs
* Flint & Steel, Cost 1gp, Weight –
* Switchblade/Knife, Cost 5gp, Weight 1 lbs (1d4, 19-20x2, 10ft range)
* Whetstone, Cost 2 cp, Weight 1 lbs
* Masterwork Artisan Tools, Cost 55gp, Weight 5 lbs (+2 circumstance bonus on Craft checks)
* Silk Rope (50 ft), Cost 10gp, Weight 5 lbs
* Torch (2), Cost 2 cp, Weight 2 lbs
* Mess Kit, Cost 2sp, Weight 1 lbs
* Wine (Fine, 1 bottle), Cost 10gp, Weight 1 lbs
* Alchemist’s Fire (2 flasks), Cost 40gp, Weight 2 lbs
* Cure Moderate Wounds Potions (3), Cost 900gp, Weight –

Total overall cost 5752gp, 3sp & 4cp out of 6000gp. Total Weight 73.5 lbs (light encumbrance)

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Tracked Resources
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Trail rations - 0/5
Torches – 0/2
Alchemist’s Fire – 0/2
CMW Potions – 0/3
Arrows - 0/40
Wine - 0/1

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Racial Attributes
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

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Special Abilities
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Freebooter’s Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.

Track (Ex): A ranger adds half her 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. The ranger rolls 1d20 and adds her ranger level and her 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): At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.

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

Chosen: Archery
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.

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

Favoured Terrain (Ex): At 3rd level, a ranger may select a type of terrain (water). The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favoured terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favoured terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favoured terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favoured terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Freebooter’s Bond (Ex): 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.
This ability replaces hunter’s bond.

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