Full Name |
Ionwe Ver'Ha |
Race |
Half-Elf |
Classes/Levels |
Ranger Freebooter 6/Lantern Bearer 2 | F +9 R +12 W +5 | HP 28/74 | AC 25 FF 20 T16 | CMD 27 | Init +7(+9 Underground) | Perception +13 |
Gender |
Female |
Size |
6' |
Age |
21 |
Alignment |
Chaotic Good |
Deity |
Sarenrea |
Location |
Andoran |
Languages |
Common, Elven, Sylven |
Occupation |
Privateer |
Strength |
16 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
15 |
Wisdom |
12 |
Charisma |
10 |
About Ionwe Ver'Ha
Ionwe Ver'Ha
Female half-elf lantern bearer 3/ranger (freebooter) 6 (Pathfinder Campaign Setting: Paths of Prestige, Pathfinder Player Companion: Pirates of the Inner Sea)
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +15
Aura freebooter's bane (2 ft.)
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Defense
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AC 21, touch 14, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 natural)
hp 82 (9d10+24)
Fort +10, Ref +13, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 keen cutlass +13/+8 (1d6+4/15-20)
Ranged +1 planar darkwood composite longbow +13/+8 (1d8+10/19-20/×3)
Special Attacks combat style (archery), favored enemy (evil outsiders +2)
Lantern Bearer Spell-Like Abilities (CL 3rd; concentration +3)
. . At will—dancing lights, light, spark[APG] (DC 10)
. . 2/day—faerie fire, pass without trace, protection from evil
. . 1/day—darkvision (self only), delay poison (self only), see invisibility
Ranger (Freebooter) Spells Prepared (CL 3rd; concentration +4)
. . 1st—aspect of the falcon[APG], gravity bow[APG]
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Statistics
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Str 16, Dex 20, Con 14, Int 15, Wis 12, Cha 10
Base Atk +9; CMB +12; CMD 28
Feats Deadly Aim, Elven Accuracy[APG], Endurance, Improved Critical (longbow), Manyshot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Perception)
Traits freedom fighter, warrior of old
Skills Acrobatics +11, Climb +7, Diplomacy +11, Heal +6, Intimidate +7, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +11, Perception +15, Profession (sailor) +5, Sense Motive +2, Stealth +8, Survival +10, Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven, Orc, Sahaugin
SQ bitter armament, elf blood, favored terrain (underground +2), freebooter's bond, track +3, wild empathy +6
Combat Gear oil of bless weapon (2), oil of daylight, potion of cure moderate wounds (2), potion of remove disease, potion of remove paralysis, unfettered shirt[UE], wand of cure light wounds; Other Gear +2 mithral chain shirt, +1 buckler, +1 keen cutlass, +1 planar darkwood composite longbow (+2 Str), arrows (60), amulet of natural armor +1, belt of physical might +2 (Str, Dex), boots of striding and springing, cloak of resistance +1, efficient quiver, headband of vast intelligence +2, ring of protection +1, backpack, bedroll, belt pouch, everburning torch, flint and steel, hemp rope (50 ft.), mess kit[UE], pirate clothes, fancy, pot, trail rations (5), waterskin, 2,669 gp
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Special Abilities
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Bitter Armament (Su) Treat held metal weapons as cold iron against DR.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Freebooter's Bane +2 (Ex) +2 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
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.