About Jacquelin SerraJACQUELIN “JACQ” SERRA
Init: +3 ; Senses: Perception +6 ===DEFENSES AND DEFENSIVE ABILITIES===
Spoiler:
AC 15 T 13 FF 12 (Armor +2 Dex +3) | CMD 16
hp 10 (1d10) Fort +2 (Base 2 + Con 0); Ref +5 (Base 2 + Dex 3); Will +2 (Base 0 + Wis 2) ===COMBAT AND ADVENTURING ABILITIES===
Spoiler:
BAB +1; CMB +3
Melee Short Sword +4 (1d6+2/19–20x2 P) Dagger +4 (1d4+2/19–20x2 P/S) Ranged
Special Attacks/Combat Abilities/Other:
Favored Enemy (Ex) (Animal +2): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, she 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. Wild Empathy (Ex) (+2): 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 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.
===STATISTICS, FEATS, SKILLS, AND RELATED ABILITIES===
Feats, Proficiencies, and Traits:
Feats Point Blank Shot (L1): Gain a +1 to hit and damage when attacking with a ranged weapon within 30 feet. Weapon Finesse (Human L1): With a light weapon (including a natural weapon), rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Skills and Skill-Related Abilities:
Skills (Ranks 6 + 1 Int + 1 human + 1 favored class = 9/level) Skills not trained but listed are class skills Climb +6 (1 rank + 2 Str + 3 class) Craft (leatherworking) +5 (1 rank + 1 Int + 3 class) Handle Animal +5 (1 rank + 1 Cha +3 class) Heal (Wis) +6 (1 rank + 2 Wis + 3 class) Intimidate +1 (1 Cha) Knowledge +5 (dungeoneering) (1 rank + 1 Int + 3 class) Knowledge (geography) +5 (1 rank + 1 Int + 3 class) Knowledge (nature) +5 (1 rank + 1 Int + 3 class) Perception +6 (1 rank + 2 Wis + 3 class) Profession – (Wis) Ride +3 (3 Dex) Spellcraft – (Int) Stealth +3 (3 Dex) Survival +6 (1 rank + 2 Wis + 3 class) (+1 to find tracks) Swim +1 (2 Str -1 ACP) Skill-Related Abilities
Languages: Common, Dwarven
===EQUIPMENT===
Gear:
=Worn/Equipped= Shortsword (10 gp, 2 lb) (1d6, 19–20/x2 P) Longbow (75 gp, 3 lbs) (1d8 x3 P, 100 ft) Leather Armor (10 gp, 15 lbs) (+2 Armor, Max Dex +6, ACP 0) Backpack (2 gp, 2 lbs) Explorer's Outfit (free) Quiver Signal Whistle (8 sp, –) =Worn on Belt/Waist=
=In Quiver=
=In Belt Pouch=
=In Backpack=
Cash: 17 gp, 9 sp, 3 cp
===DESCRIPTION===
Background:
Jacq is a salvager, drifter, tinker, and guide, in no particular order. She grew up at the side of her father, Stefano Serra, an adventurer hailing from [the big nearest city], who called himself an archeologist. Sure, he may have been a little more opportunist or tomb robber than Jacq wishes he had been, but he was smart, curious, and loyal to his friends, and these better traits of his are the ones Jacq inherited. He at one point worked for [insert local equivalent to Pathfinder Society], but somewhere along the way, something went missing and the society disavowed him. Many also, of course, questioned his wisdom in taking Jacq with him on his adventures, but she stayed quiet, was good with the team’s animals, and she had a knack for spotting trouble. Stefano drank a little too much, or did ever since Jacq’s mother died—a woman named Rani Keroun—when Jacq was little. This meant that they never quite had enough to settle down on, and always needed to go to on one more expedition, which would always be the last one, and it never was. And then it was the last one, all too quickly. Jacq was not there when it happened—she had taken quite ill from something they’d encountered on the road. She just knows he sought and, in the city of [someplace in Grayhawk], he sold the wrong thing to the wrong person, and then he was found dead in an alleyway. Jacq stayed in the city where he died, odd as though it may seem. Maybe she wanted to find out who killed her father, but the truth was, she wanted someplace to… if not call home, at least call a base camp. She was grown by then, half decent with blade and bow, and as good a spotter as she ever was. It’s taken her awhile to recover from her illness, but as she’s gotten better she’s taken whatever work she can find: militia member, city guide, caravan guard. When out of other options, she’ll bit of salvaging—but unlike her father, she tries to keep her work above board (or if not, relatively harmless). Recently she joined a caravan out toward the wilderness to work as a guide. Feeling a bit restless, she figures she might find a new fortune on the road.
Appearance:
Hero Forge Portrait: https://www.heroforge.com/load_config%3D47746383/ Jacquelin is a sturdy woman, medium height with some curves, in her late 20s. She keeps her long dark brown hair in a braid. She has inquisitive, sparkling dark eyes and an olive complexion. She has a tattoo of an angel just above her left shoulder blade. She has reinforced her often-repaired explorer’s gear with protective leathers and studs. She wears a broad-rimmed fedora that, she says, was her mother’s. She carries a bow, short sword, and daggers, and her fingers hover over her weapons when her gut tells her there’s trouble. Personality:
Whatever Jacq does, she throws her all into it. She inherited a bit of a daredevil nature from her father and has no fear of entering an unknown area or trying something new—curiosity drives her. Growing up she spent most of her dad and his team of rogues and loves the stories they told and the mischief they could get into and out of. She likes a good drink and a good game of cards and would rather (usually) be seen hanging around as “one of the gang” than sequestering herself longer than she has to for making something—unless she hits a hardship that causes her usual passion and optimism will fail her. Then she clams up and retreats, investing in her work to the exclusion of all else until she works out whatever is bothering her. Campaign notes:
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