Race |
l Senses: Perception +7, Low-Light Vision |
Classes/Levels |
Female CG Elf Ranger (Freebooter) 2 l Active Conditions: |
Gender |
HP: 18/18 l AC: 15, T 13, FF 12 l CMD 16 l F +4, R +6, W +0; +2 vs. enchantments l Immune: Sleep l Init +3 |
About Jacinth Renata
Jacinth Renata
PFS ID# 192133-6
Occupation: Sailor, Businesswoman
Experience: 5
Fame: 10
Prestige: 8
Wealth: 2,442 gp, 8 sp, 7 cp
Elf Ranger (Freebooter) 2
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +7
Aura Freebooter's Bane (1 ft.)
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 18
Fort +4, Ref +6, Will +0; +2 vs. enchantments
Immune Sleep
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Offense
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Speed 30 ft.
Melee
Dagger +3 (1d4+1/19-20)
Elven Branched Spear +3 (1d8+1/×3)
Ranged
Longbow +5 (1d8/×3)
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Statistics
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Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats
Point-Blank Shot
Skill Focus: Bluff
Traits
Civilized
Upstanding
Skills
Bluff +6 - (2 rank, 1 Cha, 3 Trait)
Diplomacy +3 - (1 rank, 1 Cha, 1 Trait)
Kn. Geography +7 - (2 rank, 3 class, 2 Int)
Kn. History +3 - (1 rank, 2 Int)
Kn. Nature +7 - (2 rank, 3 class, 2 Int)
Kn. Nobility +4 - (1 rank, 2 Int, 1 Trait)
Linguistics +3 - (1 rank, 2 Int)
Perception +7 - (2 rank, 3 class, 2 Racial)
Profession: Sailor +5 - (2 rank, 3 class)
Sense Motive +5 - (1 rank, 3 class, 1 Trait)
Stealth +7 - (1 rank, 3 class, 3 Dex)
Swim +5 - (1 rank, 3 class, 1 Str)
Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Polyglot
Other Gear Leather Armor, Arrows (20), Backpack, Bedroll, Belt Pouch, Canteen, Compass, Flint and Steel, Hemp Rope (50 ft.), Torch (5), Trail Rations (5), Wrist Sheath (spring loaded)
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Special Abilities
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Elven Immunities - Sleep - Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Freebooter's Bane +1 (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.
Low-Light Vision - Elves can see twice as far as humans in conditions of dim light.
Silent Hunter - Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Track +1 (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy +3 (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.