Osirionologist

Kenna MacCreer's page

29 posts. Alias of Thedra.


Full Name

Kenna MacCreer

Race

Human

Classes/Levels

Rogue 1 / Ranger 1 ; HP 15 / 21 ; AC 17 (touch 14 / ff 13) ; ER Fire 2 ; BAB +1 CMB +1 CMD 15 ; INIT +4 ; F+3 R+7 W+3 ; Perception +8 (+1 vs. traps, +2 vs. humans), S. Motive +7 (+2 vs. humans) ; exhausted

Gender

Female

Size

Medium

Age

19

Alignment

Neutral Good

Location

Gauld Highlands (PMA-9415 "Ceol")

Languages

Gauldelic, Dwarven, Common

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Kenna MacCreer

APPEARANCE:

Build: short, compact
Features: short black hair, blue eyes; ritual facial scarring
Personal Dress: native personal effects include wool, fur, and leather apparel (recurrent decorative pattern indicates familial affiliation); colored glass, enamel, and silver jewelry; blue and red body paints

BACKGROUND:

Petitioner Kenna MacCreer is a corporeal human female in late adolescence. She is the eldest of five children born to Naill and Finola MacCreer. Her home is the Gauld Highland, an isolated region northeast of the Cyran kingdom of PMA-9415 "Ceol". Gauld is sparsely populated with separate clans, each governed by its own petty king. The Gauldelic language appears to share a root with Sylvan and is heavily dialected between the clans.

Kenna lived as a trapper and fur trader until Ceol's negative alignment event, when she fought as a scout in the Cyran Legion. She has received no formal education but can read and write well in the Gauldelic and Dwarven languages. Her grasp of the common tongue and alphabet is only sufficient. Remedial instruction is recommended.

Kenna has been nominated for recruitment by Thedra Shepard Locke. Regarding the nominee, Thedra states:

"She says her people are descended from giants, but back in the dawn of time the boggins tricked their king into trading away his might and power for a boon. Now they have fire and clothes instead of being twelve feet tall, and there can never be only one king again. I guess they don't want anybody around who can trade them down to three feet tall.

"Sorry, Creed, I don't know what a boggin is, you'll have to ask her yourself.

"So, she's fluent in Dwarven and her script is fine. She learned it through the fur trade, the local dwarfs won't take receipts in a foreign language and they're very particular about their forms. She picked up most of her common in the ranks in Cyrus and it's, uh, it's pretty crude. She gets by. I'm working on it.

"She damn near killed me because she thought I was a slaver coming back for more girls. It was a fair shot, I crept up on her camp in the dark and it took a minute before I could catch up with Gauldelic. She's quick with an axe and she's a good sentry, and very practical. Really grounded.

"Any further questions? Yes, Cal, I told her about black powder but she won't put down that crossbow. It was her granddaddy's. Be polite."

ADDENDUM: NOMINATION ACCEPTED
Spectrum Solar is assigned to recruitment.

PERSONALITY:

Type ESTP. Psychological profile reveals no significant abnormalities.

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ATTACKS:

BAB +1 ; CMB +1 (BAB +1, STR 0)

Favored Enemy: +2 attack & dmg vs. humans
Point-Blank Shot: +1 attack & dmg if w/in 30'
Precise Shot: no penalty if firing into melee
Sneak Attack: +1d6 dmg vs. enemies denied DEX bonus

Melee: base +1 (BAB +1, STR 0) ; light weapons +5 (BAB +1, DEX +4)

BAYONET: two-handed simple weapon; d6 (M), crit 20x2
(attaching or removing a bayonet is a move action)
Attack: d20+1 (BAB +1, STR 0; +2 vs. humans)
Damage: d6+0 (STR 0; +2 vs. humans, +1d6 if sneak attack)

HANDAXE: light martial weapon; d6 (M), crit 20x3
Attack: d20+5 (BAB +1, DEX +4; +2 vs. humans)
Damage: d6+0 (STR 0; d6+2 vs. humans, +1d6 if sneak attack)

Ranged: base +5 (BAB +1, DEX +4)

HEAVY REPEATING CROSSBOW: masterwork; exotic ranged weapon; d10 (M), crit 19-20x2, range 120', magazine of 5 bolts
Attack: d20+6 (BAB +1, DEX +4, mwk+1; +2 vs. humans, +1 w/in 30')
Damage: d10+0 (+2 vs. humans, +1 w/in 30', +1d6 if sneak attack)

DEFENSE:

AC 17 (armor +2, shield +1, DEX +4)
Touch AC 14 (DEX +4)
Flat-Foot AC 13 (armor +2, shield +1)

CMD 15 (BAB +1, DEX +4, STR 0)

ARMOR: leather (light); AC+2, ACP 0
CLOAK: orcish cloak; Fire Resistance 2, Stealth +2 (forest)
SHIELD: masterwork wooden buckler; AC +1, ACP 0

EQUIPMENT:

BACKPACK:
candle (x3)
chalk (3u)
climbing axe (mwk)
crowbar
flint & steel
mirror
oil (3pt)
rations (3lb)
rope (hemp, 50')
sunrod (x1)
torch (x3)
tindertwig (x3)
winter blanket

BELT POUCH:
acid flask (x1)
caltrops (1u)
lock picks
potion of cure light
sunrod (x2)

MAGIC ITEM SLOTS
Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring Left:
Ring Right:
Feet:

FEATS & FEATURES:

FEATS

Point-Blank Shot (human bonus)
Benefit: +1 attack and damage w/ ranged weapons if target is w/in 30'
Prerequisite: none

Precise Shot (Level 1)
Benefit: fire at target engaged in melee w/out normal -4 penalty
Prerequisite: Point-Blank Shot

RANGER CLASS FEATURES

Favored Enemy: Human (Ranger 1)
Benefit: +2 bluff, knowledge, perception, sense motive vs. humans; +2 attack and damage vs. humans

Track (Ranger 1)
Benefit: +1/2 level (minimum 1) to survival checks made to follow tracks

Wild Empathy (Ranger 1)
Benefit: d20 + Ranger level + CHA to influence attitude (as diplomacy) of animals or magical beasts of intelligence 2 or 1 (-4 vs. magical beasts); ranger and target must be w/in 30' under normal visibility conditions; attempt takes ~1 min subject to DM

ROGUE CLASS FEATURES

Finesse Training (U.Rogue 1)
Benefit: w/ light weapon, use DEX instead of STR for attack rolls; if character uses a shield, shield's ACP applies to attack rolls

Sneak Attack +1d6 (U.Rogue 1)
Benefit: +1d6 precision damage to target if target is denied DEX bonus to AC or if character is flanking target; ranged attacks w/in 30' may be sneak attacks; extra damage is not multiplied for crit; non-lethal sneak attack damage can be dealt w/ non-lethal weapon, but not w/ lethal weapon even at normal -4

Trapfinding (U.Rogue 1)
Benefit: +1/2 level (minimum 1) to disable device and perception checks vs. traps; may disarm magical traps

MOVEMENT:

Base: 30', 4x /round

PROFICIENCY:

Armor: light, medium; shields (except towers)

Weapons: simple, martial; heavy repeating crossbow (Exotic Weapon trait)

SKILLS:

Acrobatics +8 (1 rank, DEX +4, trained +3)

Bluff +1 (0 ranks, CHA+1; additional +2 vs. humans)

Climb +4 (1 rank, STR 0, trained +3)

Craft(trap) +5 (1 rank, INT +1, trained +3)

D. Device +8 (1 rank, DEX+4, trained +3; additional +1 vs. traps)

Escape +8 (1 rank, DEX +4, trained +3)

H. Animal +5 (1 rank, CHA +1, trained +3)

Kn(nature) +5 (1 rank, INT +1, trained +3)

Linguistics +5 (1 rank, INT +1, trained +3)

Perception +8 (2 ranks, INT +1, trained +3; additional +1 vs traps, +2 vs. humans)

Ride +8 (1 rank, DEX +4, trained +3)

Sense Motive +7 (1 rank, WIS +3, trained +3; additional +2 vs. humans)

Sleight +8 (1 rank, DEX +4, trained +3)

Spellcraft +5 (1 rank, INT +1, trained +3)

Stealth +9 (2 ranks, DEX +4, trained +3)

Survival +7 (1 rank, WIS +3, trained +3)

Swim +4 (1 rank, STR 0, trained +3)

TRAITS:

Exotic Weapon Proficiency: repeating crossbow
Benefit: Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Petitioner: Whenever you gain a level in your Favored Class, you gain two benefits rather than just one. Racial-specific bonuses may only be selected once, but hit points and skill points may be selected twice.