Full Name |
Jenna "Sharpeye" Cassidy |
Race |
Human(Ulfen) |
Classes/Levels |
Female Human (Ulfen) Ranger 1 11 HP, 18 AC T 14 FF 14 F+3 R+6 W+2; Init +4, Perc +7 |
Size |
Medium |
Age |
18 |
Alignment |
Chaotic Neutral |
Deity |
Besmara |
Languages |
Common, Skald |
Strength |
12 |
Dexterity |
19 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
8 |
About Jenna Sharpeye
Jenna "Sharpeye" Cassidy CR 1/2
Female Human Ranger 1
CN Medium Humanoid (Human)
Init +4; Senses Perception +7
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Defense
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AC 18, Touch 14, Flat 14. (+4 Armour, +4 Dex)
HP 11 (1d10+1)
Fort +3, Ref +6, Will +2
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Offense
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Spd 30/20 ft.
Melee Gauntlet, Spiked +2 (1d4+1/20/x2)
Ranged Longbow +5 (1d8/20/x3)
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Statistics
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Str 12, Dex 19, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Armor Proficiency(Light/Medium), Shield Proficiency, Point-Blank Shot, Precise Shot
Traits Magical Knack(Ranger), Besmara's Blessing (1/week)
Skills Climb +5 (+2), Knowledge(nature) +7, Perception +7, Profession (sailor) +7, Stealth +8 (+5), Survival +6, Swim +5 (+2)
Languages Common, Skald
SQ Favoured Enemy, Wild Empathy, Track
Combat Gear Spiked Gauntlet, Hide, Longbow Other Gear Backpack(5@ 11 lbs), Bedroll, Blanket, Fishhook, Fishing net, 25 sq. ft. Flint and Steel, Rope, hempen (50 ft.)
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Special Abilities
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""--HUMAN RACIAL TRAITS --
• Dex: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• HUMAN HERITAGE (Dexterity) : Humans get a +2 bonus on one ability score of
their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional
rank whenever they gain a level.
• Automatic Languages: Common
• Bonus Languages: Any
-- CLASS ABILITIES --
• FAVORED ENEMY: You have bonuses to Bluff, Perception, Sense Motive, and
Survival checks as well as weapon attack and damage rolls used against the
following creature types: Humanoid (human) (+2). (PFCR 64).
• RANGER WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy.
Check bonus equals 0. Animal must be within 30 ft. (PFCR 65).
• TRACK: Add +1 to Survival checks made to follow tracks. (PFAPG 40).
• WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor
and shields (but not tower shields). (PFCR).
–– GENERAL FEATS ––
• POINT-BLANK SHOT: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges of up to 30 ft. (PFCR 131)
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties.
(PFCR 133)
–– COMBAT FEATS ––
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you
are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble
checks. (PFCR 118)
• PRECISE SHOT: You can shoot or throw ranged weapons at an opponent engaged in
melee without taking the standard -4 penalty on your attack roll. (PFCR 131)
-- TRAITS --
• MAGICAL KNACK (Magic): Your caster level in Ranger is 1 (2 less than potential). (PFAPG 329)
• BESMARA'S BLESSING (Campaign): You may reroll a Profession(sailor) check(1/week)
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Backstory
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There's always a need for an eye in the sky and that's exactly what Jenna is. Jenna Cassidy has lived most of her life on or near the sea. Born to a pair of pirates, she grew up on ships and the high seas. Learning of her ability to spot things from afar, Cassidy spent much of her time atop the crows nest, along with Aaron, another pirate on the boat. Over the years, Aaron taught Jenna how to shoot a bow- which she took to like a fish to water. However, eventually it all came to an end.
When Jenna was 14, her parent's ship- the High Glory- was attacked by privateers hired by merchants to stop pirates. Outgunned and overwhelmed, Jenna was placed on the ship's landing boat with enough rations to get back to the shore. Jenna watched helplessly as the boat sank under the waves. For several days, Jenna used the current, wind and her muscles to get back to shore. When she finally arrived in Port Peril, she was severely sunburnt and suffering from fairly severe exhaustion. Taking her to a hospice, the harbormaster was barely able to get a coherent story out of the girl, but eventually he managed to get the gist of what happened. Taking pity on the girl, he called in some contacts as she recovered. When she finally snapped out of her delirium, she was presented with several offers to work on different vessels- legitimate merchant ships to shadier vessels.
That was 7 years ago, since then she has made Port Peril her main port of harbour, taking various pirate and privateer jobs. Just a few days ago, she returned from a several month trip taking her leave from the captain. Last night, she decided to drop into the Formidably Maid for a few drinks, then a few more...