Little Girl

Kiyla's page

8 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Kiyla

Race

| HP: 22/22* | AC 18 (T12, FF 16) | CMB: +4 CMD: 16 | F:+2 R:+5 W:+2 (+2 vs. death, emotion, fear) | Init +2 (+2 forest) | Perc +7 (+2 animals, forest), SM +4 (+2 animals), Bluff +3 (+2 animals)

Classes/Levels

Diplomacy +3, Wild Empathy +3 | Speed 20 ft., Nimble Moves | Active Conditions: 3 CON damage

Alignment

NE

Location

Falcon's Hollow

Languages

Common, Sylvan

Strength 13
Dexterity 14
Constitution 11
Intelligence 13
Wisdom 13
Charisma 11

About Kiyla

Statistics:

Kiyla
Female Young Human Ranger 3
NE Medium Humanoid (human)
Init +2 (+2 higher in forest); Senses Perception +7 (+2 in forest)

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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armour, +2 Dex, +0 shield)
hp 25 (3d10+3)
Fort +2, Ref +5, Will +2
…+2 vs. death, emotion, fear
...endurance

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OFFENSE
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Speed 30 ft. Armour 20 ft, Ignore 5 ft. of difficult terrain
Melee +1 handaxe +5 (1d6+2/x3)
Ranged masterwork shortbow +6 (1d4/x3)
Favoured Enemy animals +2

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STATISTICS
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Str 13, Dex 14, Con 11, Int 13, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 16
Traits disillusioned (emotionless), inured to death, talented
Drawbacks umbral unmasking (her shadow is monstrous)
Feats endurance, fast learner, nimble moves, precise shot, precocious youth
Skills Bluff +3 (+2 vs. animals, 3R), Diplomacy +3 (3R), Handle Animal +6 (3R), Heal +5 (1R), Knowledge (geography) +5 (+2 in forest, 1R), Knowledge (nature) +5 (+2 animals, 1R), Perception +7 (+2 vs. animals, +2 in forest, 3R), Perform (dance) +6 (3R), Sense Motive +4 (+2 vs. animals, 3R), Stealth +8 (+2 in forest, 3R), Survival +7 (+1 to track, +2 in forest, +2 vs. animals, 3R)
(Check penalty -3)
(8 points; 6 class, 1 INT, 1 race, 1 favoured class)
Abilities combat style (archery), favoured enemy (animals +2), favoured terrain (forest +2), track +1, wild empathy +3
Languages Common, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Endurance - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Favored Enemy (Ex): Animals +2
A ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he 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.
…If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favoured Terrain - Forest +2
A ranger may select a type of terrain from the Favoured Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
…At 8th level and every five levels thereafter, the ranger may select an additional favoured terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favoured terrain (including the one just selected, if so desired), increases by +2.
…If a specific terrain falls into more than one category of favoured terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Nimble Moves - Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Track (Ex): +1
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): +3
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 (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 handaxe, masterwork shortbow, arrows (29), potion of bull’s strength, potion of cure light wounds (8), tanglefoot bag (4), wand of light (28 charges)
Possessions masterwork breastplate, silk rope (50 ft.), unicorn horn
Money 484 GP 0 SP 0 CP