Elf

Katniss Everdream's page

28 posts. Organized Play character for KEMIKO.


Race

HP 19/19 | AC 18 | F +6 / R +9 / W +6 / P +8 (Low-light Vision) | Acrobatics / Stealth / Thievery +7 | Nature / Religion / Survival +6 | Athletics +4 | Lore:Legal +3 |

Classes/Levels

Speed 25 ft. | Class DC 17 | ◆◇↺

Gender

Female | Human (Aiuvarian) | Bounty Hunter | Ranger (Precision) LVL 1 |

About Katniss Everdream

DESCRIPTION:
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PFS INFORMATION:

SHOW:

PFS #: 2404769-2002
Faction: Horizon Hunters
Chronicles & Boons
Level 1
1 - Pathfinder Bounty #15: Treasure off the Coast
2 - Pathfinder Bounty #10: Hillcross Roundup

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BOTTING INSTRUCTIONS:

TBD

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CHARACTER INFORMATION
Name: Katniss Everdream
Ancestry and Heritage: Half-elf
Background: Bounty Hunter
Home Region: Oparra - the City of Empire / the Gilded City (Capital of Taldor)
Nation: Taldor - One of the oldest nations located in the inner sea region, Taldor was once a great empire that seeks to reclaim its former glory. The empire’s history of expansion, military might, and heroic glory are baked into its citizens’ self-image, and even the lowliest peasant tilling Taldan soil takes pride in the fact that he’s Taldan. Millennia of tradition have taken their toll on the realm, however, and the empire now holds only a fraction of the lands it once controlled. The nobility’s focus on prestige and personal power has consumed a disproportionate share of attention and resources, leaving the lower classes in increasingly dire straits and allowing the empire’s once-magnificent infrastructure to slowly crumble.
Languages: Common, Elven
Class and Sub-class: Ranger (Precision)
Level: 1
Exp: 2
Gender: Female
Size & Reach: Medium (5 ft)
Speed: 25 ft
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APPEARANCE
Age: Early 20s
Height, Weight and Build: Tall, lean and agile build
Skin Tone: Warm Ivory
Skin Type: Smooth
Eye Color: Blue
Hair Style: Polished Gentleman’s Haircut
Hair Color: Silver
Facial Hair: None
Facial Features: Elven Ears, Sharp Eyes
Attire: Fitted leather armor underneath a dark green hooded cloak, lightweight high leather boots, golden pendant, quiver of bolts attached to her back
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PERSONALITY
Katniss is fiercely independent and rebellious, having rejected the greedy, prestige-obsessed world of her noble upbringing. She distrusts authority and values skill, results, and personal freedom above all else. Apathetic and reserved, she rarely shows emotion, letting her actions speak for her. Her years as a bounty hunter have sharpened her pragmatism, resourcefulness, and relentless focus. Single-minded and unwavering, she lives by her own rules, tracking and capturing her targets with precision while disregarding societal rules and expectations.

Speech Style: Direct, blunt, dry humor
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BACKSTORY
Arron, Katniss’s father, is a descendant of noble family (House of Elaris) in Oparra, Taldor. He trained at one of the Lion Blade’s elite Shadow Schools to become a spy and sworn to protect Grand Princess Eutropia’s new regime. He met Karina during a noble gathering and they fell in love at first sight. Karina was a diplomatic emissary from the elven lands of Kyonin. She was sent by Queen Telandia Edasseril to strengthen their nation’s ties with Taldor. They had two children, Valereon and Katniss.

Katniss, the younger sibling, was raised amid wealth, luxury, and the rigid expectations of high society. From a young age, she found herself resistant against the gilded cage of her upbringing, repelled by the greed, vanity, and obsession with prestige that seemed to define her peers and relatives. She saw the nobility as a world built on power games and self-interest, a place where honor and justice were secondary to reputation and influence.

Refusing to be shaped by those values, Katniss abandoned her family and the life she had been born into, striking out on her own to live independently. She honed her skills as a ranger, learning to survive in the wild and track prey with precision. Eventually, her talent and keen instincts led her to the path of a bounty hunter, a profession where her abilities could be measured by results alone, not by titles or social standing. Detached from the principles of nobility, she lives by her own rules, following only her instincts and the pursuit of the next bounty, seeing the world through the lens of pragmatism rather than privilege.
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STATS & SKILLS
(* indicates Proficiency Level)
STR +1, DEX +4, CON +1, INT +0, WIS +3, CHA +0
HP 19/19
AC 18
Fortitude** +6
Reflex** +9
Will* +6
Perception** +8 (low-light vision) (+2 Hunt Prey)
Acrobatics* +7
Arcana +0
Athletics* +4
Crafting +0
Deception +0
Diplomacy +0
Intimidation +0
Lore: Legal* +3
Medicine +3
Nature* +6
Occultism +0
Performance +0
Religion* +6
Society +0
Stealth* +7
Survival* +6 (+2 Hunt Prey)
Thievery* +7
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OFFENSE
Arbalest (Backstabber, Crossbow, Hands 2, Reload 1)
Range: 110 ft
Attack Roll: 1d20+7
Attack Roll vs Successful Recall Knowledge on Hunted Prey: 1d20+7+1
Damage: 1d10 (Piercing)
Damage vs Flat-footed creature: 1d10+1 (Piercing)
Damage + Hunter’s Edge (Precision) vs Hunted Prey: 1d10+1d8 (Piercing)
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DEFENSE
Light Leather Armor
Bulk 1
AC Bonus +1
Dex Cap 4
Check Penalty 1
Speed Penalty 0
Strength +0
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SPELLS
none
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GEARS & ITEMS
Worn Items: Arbalest, Quiver of Bolts, Leather Armor, Compass
Stowed Items (in Backpack):
1 Bedroll, 10 Chalk, 1 Flint and Steel, 2 Rations, 1 Rope, 1 Soap, 5 Torch, 1 Waterskin
Current Bulk: 3 (Encumbered > 6, Maximum=11)
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FEATS
Level 1
Ancestry Feat (from Heritage):
Natural Ambition - You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet - Crossbow Ace
Low-Light Vision - You can see in dim light as though it were bright light, and you ignore the concealed condition due to dimlight.
Skill Feat (from Background):
Experienced Tracker -Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
Class Feat (Ranger):
Crossbow Ace - Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover.
Hunt Prey - You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Monster Hunter - You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey, and any ally you tell gains the same benefit. You can give bonuses from Monster Hunter only once per day against a particular creature.
Hunter’s Edge (Precision) - You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
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