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About MazaraDivine Marksman Ranger 1 | HP 10/10 | AC 15 / T 12 / FF 13 | Fort +2 / Ref +4 / Will +0 | Initiative +2 | CMB 3 / CMD 15 | Perception +4 (+6 if human) | Low-Light Vision | Active Effects: None === Basics ===
BAB +1 | 30 Land Speed === Resistances / Benefits ===
=== Weapons ===
--+2/+2 attack/damage vs. Favored Enemy (Humans) Masterwork Greataxe | +2 Attack | 1d12+2 Damage | x3 Critical | Slashing --+2/+2 attack/damage vs. Favored Enemy (Humans) Shortsword | +2 Attack | 1d6+2 Damage | 19-20/x2 Critical | Piercing --+2/+2 attack/damage vs. Favored Enemy (Humans) Ranged:
--If you spend a move action to steady your shot, then +4 on the attack roll. (Bullseye Shot)
=== Armor === Masterwork Studded Leather (+3 armor) [AC = 15 [10 +3 Armor +2 Dex Modifier] / Touch 12 / Flat-Footed 13] === Traits ===
=== Feats === Bullseye Shot (Bonus from Divine Markman, prerequisites waived) [You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.]
=== Racial Options === Favored Class Option [Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.]
=== Class Features === Favored Enemy (Ranger) [+2 on bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humanoid: Human and also +2/+2 attack/damage vs. them.]
2nd Level -- Oracle Curse (Covetous)
Skills:
10 skill points (6 +2 Int +2 Background = 10/level) [Using Favored class for a different bonus.] Acrobatics +2 |+2 Dex
Spells:
[NONE YET--WON'T BE USED UNTIL LEVEL 2] Caster Level 1
=== Spell-Like Abilities === === Zero Level === [DC 13] Create Water
=== 1st Level Spells === [DC 14]
Cure Light Wounds (1d8+level, max 5)
Equipment:
Alchemist’s fire (2) [WW Trait] Antitoxin [WW Trait] Backpack [WW Trait] Bedroll [WW Trait] Belt pouch [WW Trait] Chalk (5 pieces) [WW Trait] Climber’s kit [WW Trait] Cold iron flail Cold-weather outfit [WW Trait] Composite longbow with 20 arrows [WW Trait] Fishhook [WW Trait] Flint and steel [WW Trait] Light wooden quickdraw shield [WW Trait] Masterwork greataxe [WW Trait] Masterwork studded leather armor [WW Trait] Mess kit [WW Trait] Pole (10 ft.) [WW Trait] Potion of keen senses [WW Trait] Shortsword [WW Trait] Shovel [WW Trait] Signal whistle [WW Trait] Silk rope (50 ft.) [WW Trait] Sunrods (3) [WW Trait] Trail rations (5 days) [WW Trait] Waterskin [WW Trait] Current Wealth: .2 gold
Background:
Mazara owns a small carpentry business where she does woodcarving and general carpentry, including wooden weapons. She grew up preferring the woodlands to the company of others, largely because she was misunderstood and often snubbed for being a half-orc. Her favored enemy is humans, although she's cool with the ones that treat her well and that she knows from this town. She plays dumb when people treat her like a dumb orc, pretending to be what they expect her to be. In truth though, she is pretty smart, and often gets away with things because people underestimate her. She has a covetous streak, perhaps from a childhood where she wanted to be like everyone else, but was set apart because of her race. It isn't something that has caused her to go completely crooked, but sometimes she overcharges people who aren't from this town, who she knows can afford it, or people who treat her like a thick-headed orc. She feels guilt over it and often works harder on projects like that to give them extra value... beautiful carved designs rather than just plain woodwork, etc., so you could argue that they get value for the money they pay, but it is a back-and-forth war with her conscience, trying to justify, trying to make herself feel better, over and over again. She has less of a conflict when she "cheats" when dealing with bureaucracy though, and actually helps other people forge minor documents when either of the warring kingdoms tries to assert control and demands paperwork. |