Caroliss Minerran

Lajara's page

49 posts. Alias of Grenfax.


Full Name

Lajara

Race

Half-elf (Varisian father)

Classes/Levels

Ranger 6 (Wild Shadow/Skirmisher)|AC 17/13/14|VP60 WP40/14|F7R7W3|Perception +9|Lowligh/darkvision

Gender

F

Size

5'3"

Age

25

Alignment

N

Deity

Erastil

Location

Fangwood - Chernasardo region

Languages

Common, Elven, Dwarven, Goblin + Sylvan Varisian Orc Shoanti

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About Lajara

Half-elf Ranger 6 (Wild Shadow/Skirmisher)– Lajara
Age 25; Height 5’3"; Weight 107 lbs
N Medium humanoid (half elf Varisian human father)
Init +2; Senses Lowlight vision; Darkvision 60’Perception +9

-----Defense-----
AC 17 | touch 13 | flat-footed 14 | (Armor +4, Dex+2, Dodge +1)
+2 vs Goblinoid (trait)
WP 40/Threshold 14 (F-DC10=Staggered)
Vigor 10+5d10

Fort=7 (+5+2), Ref=7 (+5+2), Will=3 (+2+1)

-----Offense-----
Speed 30ft.
Melee Elven Curve Blade (2HE heavy Blade) (1d10 18-20/x2)
+11/+6|+4 = BAB+6 Str +3 WFocus +1 MWK+1/BAB+6-5 Str +3 WFocus +1 MWK+1
+11/+4|+10 = Furious Focus Power Att* -2 +6* (ignore penalty on first strike
FE additions Vs Goblinoid +4|+4 Vs Orc +2|+2

Ranged
Composite Long Bow (STR+3) (M R) (1d8 /x3 RI 110’)
+8/+3|+3 = BAB+6 Dex +2/BAB+6-5 Dex +2 | Str+3
+6|+9 = Deadly Aim* -2 +6

-----Statistics-----
Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 10
Base Atk+6/+1; melee+9; ranged+8; CMB 9=+6+3; CMD 21=- 10+6+3+2

Traits:

Ironfang Survivor: +2 dodge vs goblinoid; 1/day vs goblinoid roll 2, select better die for Intimidate, Sense Motive, OR Stealth
Criminal +1 trait bonus, DD is class skill

Feats:

C=Combat Expertise
Deadly Aim
Lunge = +5' reach to melee attacks until the end of your turn by taking a –2 AC until your next turn
Power Attack =(-2Att/+4Dam*1.5[2H])/Furisous focus - ignore damage on first ea/turn
Bloody Assault =–5 all melee att and CMB/CMD; add 1d4 points of bleed damage (does not stack)
11th Dazing Assault
16th Stunning Assault

B=Endurance (Class)
L1= Weapon Focus Heavy Blades (=+1Att)
CS2= Cleave
L3= Dodge
L5= Vital Strike -single attack, roll 2 weapon damage die
CS6= Furious Focus, ignore power attack penalty of 1rst att each turn

Skills:

Skill = # (# Ranks[+3Class]/# Ability; +#Bonus)
6+2(INT) = 8/Level +1 Favored Class (1,2,3,4,5,6)

Adventuring Skills
+0 Acrobatics/Dex* 2a+0r
+0 Bluff/Cha 0a+0r
+8 Climb/Str* 3a+2r+3cs
+0 Diplomacy/Cha 0a+0r
+12 t/Disable Device/Dex* 2a+1t+6r+3cs
+0 Disguise/Cha 0a+0r
+0 Escape Artist/Dex* 2a+0r
+0 Fly/Dex* 2a+0r
+0 Heal/Wis 1a+0r+3cs
+0 Intimidate/Cha 0a+0r+3cs
+0 t/Knowledge (arcana)/Int 2a+0r
+7 t/Knowledge (dungeoneering)/ Int 2a+2r+3cs
+6 t/Knowledge (local)/Int 2a+4r
+11 t/Knowledge (nature)/Int 2a+6r+3cs
+0 t/Knowledge (planes)/Int 2a+0r
+3 t/Knowledge (religion)/Int 2a+1r
+10 Perception/Wis 1a+6r+3cs
+11 Ride/Dex* 2a+6r+3cs
+0 Sense Motive/Wis 1a+0r
+0 t/Spellcraft/Int 2a+0r+3cs
+11 Stealth/Dex* 2a+6r+3cs
+10 Survival/Wis 1a+6r+3cs
+8 Swim/Str* 3a+2r+3cs
+0 t/Use Magic Device/Cha 0a+0r

Background Skills
+0 Appraise/Int 2a+0r
+0 Artistry/Int 0a+0r
+11 Craft/Int (Boyer-Fletcher) 2a+6r+3cs
+5 t/Handle Animal/Cha 0a+2r+3cs
+0 t/Knowledge (engineering)/Int 2a+0r
+11 t/Knowledge (geography)/Int 2a+6r+3cs
+0 t/Knowledge (history)/Int 2a+0r
+0 t/Knowledge (nobility)/Int 2a+0r
+6 t/Linguistics/Int 2a+4r
+0 t/Lore/Int 0a+0r
+0 Perform/Cha 0a+0r
+0 t/Profession/Wis 1a+0r+3cs
+0 t/Sleight of Hand/Dex* 2a+0r

* Armor check penalty applies X- Trained only

Languages: Common, Elven, Dwarven, Goblin + Sylvan Varisian Orc Shoanti

Weapon and Armor Proficiency:

Weapons: all simple and martial weapons, Elven weapons
Armor: light armor, medium armor, and shields (except tower shields).

Racial Traits:

+2 Str
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: gain the elf ’s weapon familiarity trait, replaces Adaptability
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: gain darkvision to a distance of 60’ -replaces Multitalented
Languages: Common and Elven.

Class Skills:

Favored Enemy (Ex): Humanoid (goblinoid)
+4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs FE
+4 bonus on weapon attack and damage rolls
5th lvl=Humanoid (orc)
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs FE
+2 bonus on weapon attack and damage rolls
A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th, 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.

Track/Wild at heart (Ex): A ranger adds 1/4 his class level to follow or identify tracks in urban areas; a ranger adds 1/2 +2 his level (minimum 1) to Survival skill checks made to follow or identify tracks in other areas.

Wild Empathy/Wild at heart (Ex) (mod by archetype): Vs animal as Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 +1/2 ranger level +Cha mod in urban areas in all other areas the ranger rolls 1d20 +1/2 ranger level +Cha mod.

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.

Combat Style Feat (Ex): 2H Weapon = bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table, but cannot choose urban. 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 favored terrain, but cannot choose urban. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.


Woodland Stride (Ex): This ability functions as the 7th-level ranger class feature of the same name, but the wild shadow gains it at 4th level instead. This ability replaces the hunter’s bond class feature.

Unfettered Step (Ex): At 7th level, a wild shadow’s woodland stride class feature functions in any difficult terrain within any of his favored terrains, even in areas that are enchanted or magically manipulated to impede motion. This ability replaces the ranger’s woodland stride class feature gained at 7th level.

Harrying Attack (Ex): At 11th level, a wild shadow can use his knowledge of terrain to make shrewd attacks in combat. Such attacks can make foes fumble or cause them to become entangled within areas of the wild shadow’s favored terrain. As a standard action, the wild shadow denotes one target within line of sight and within one of his favored terrains as his harried prey. Once the foe is so designated, every time the wild shadow hits this harried prey with a melee or ranged weapon attack (either manufactured or natural), that creature is entangled for 1 round. A wild shadow can have no more than one harried prey at a time and that creature must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, be he cannot select a new harried prey for 24 hours. If the wild shadow sees proof that his harried prey is dead, he can select a new harried prey after waiting 1 hour. This ability replaces the quarry class feature.

Wild Stalker (Ex): At 14th level, a wild shadow learns to better use natural surroundings to obscure his position in combat. Whenever a wild shadow is within one of his favored terrains and a feature of that terrain grants him cover, the bonuses to AC and Reflex saves for that cover improve by 1. Additionally, while he is within one of his favored terrains, if he gains concealment or total concealment, the miss chance of either type of concealment improves by 10%. Furthermore, at 16th level and 19th level, the bonuses granted by cover increase by 1 and the miss chance increases by another 10% (maximum +3 and +30% respectively at 20th level). This ability replaces the camouflage class feature.

Master of Terrain (Ex): At 19th level, a wild shadow can use his harrying attack against creatures other than his favored enemy or he can spend a standard action to designate up to two of his favored enemies as his harried prey instead. This ability replaces the improved quarry class feature.

-----Hunter’s Tricks-----:

3/per day ( 1/2 ranger lvl + Wismod)
Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
7th
9th
11th
13th
15th
17th
19th

-----Gear-----:

Combat Gear:
Chain Shirt +4|25lb
Weapons
Elven Leafblade MWK, 1d4 18-20/x2 P or S, Light/M/Exotic +2 to confirm critical hits |3lb
Elven Thornblade MWK, 1d6 18-20/x2 P or S, 1H/M/Exotic +2 to confirm critical hits |4lbs
Elven Curved Blade, MWK 1d10 18-20/x2 S, 2H/M/Exotic +2 circumstance bonus to CMD vs sunder |7lbs
Composite Longbow Str+3 (Made by PC) |3lb
Arrows 20 +Score Quiver |3lb
Dagger |1lb
L. Hammer 1d4 x2 |2lb
Carried Gear
Ranger Kit |28lb
backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Coins
PP=0
GP=0
SP=0
CP=0

Physical Description:
Lajara is a combination of a varisian father and Elven mother, making her a petite exotic beauty.

Personality:
More at home alone than around others, Lajara seems always distant, saying little.

Backstory:
Travelling with her fathers Varisian caravans across the Birthplace of Legends allowed Lajara to feel less an outcast, and gave her an opportunity to wander into the wilds - but never too far -then as the caravan travelled through Nirmathas they were attacked by the Ironfang Legion and slaughtered. After finding her slain father and fighting her way to freedom, Lajara fled the massacre with her life and little else.