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About Lillyanna CalleighCombat:
Initiative: +3 HP: 22 BAB: +1
AC: 16
CMB:
Saving Throws
Weapons Skills:
Handle Animal +5 (1rank+3inclass+1cha) Knowledge Dungeoneering +6 (1rank+3inclass+2int) Knowledge Geography +7 (2rank+3inclass+2int) Knowledge Nature +6 (1rank+3inclass+2int) Knowledge Religion +6 (1rank+3inclass+2int) Perception +8 (1rank+3inclass+2wis+2racial) Ride +7 (1rank+3inclass+3dex) Spellcraft +6 (1rank+3inclass+2int) Stealth +10 (1rank+3inclass+3dex+3feat) Survival +7 (2rank+3inclass+2wis+3) Traits and Feats:
Feats Skill Focus: Stealth (racial bonus feat) Point Blank Shot Traits Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you. Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Spell List and Domains:
Orisons Create Water
1st Level Endure Elements
Domain Spell - Calm animals Domains Animal Domain Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. Community Domain Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th. Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.
Wealth and Gear:
Wealth
Gear
Light Horse (combat trained) / 110 gp
Class:
Guide Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features. Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy. Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond. Ranger's Luck (Ex): Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion. Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry. Improved Ranger's Luck (Ex): Upon reaching 16th level, the ranger's luck increases. He gains a +4 bonus on his rerolls made with the ranger's luck ability, or if he forces an enemy to reroll an attack, that enemy takes a –4 penalty on the roll. This bonus or penalty is also applied on any roll to confirm critical hits. This ability replaces improved evasion. Appearance and Background:
Appearance Height: 5:4"
Background Lilly was born to a lovely, married elven woman who happened to have had an affair with a rather charming human bard. After her mother had tried unsuccessfully to conceal the growing child's mixed heritage, the humiliated Elven husband had the child shipped off to a small orphanage located in village far away from the Elvish city. Due to both the rumors about her and her obvious mixed heritage made Lilly an outcast amongst the other children. So Lilly would spend most of her time wandering about the nearby forest on her own, which is where she first came across a small temple and trading post dedicated to Erastil. Making friends with the kindly old cleric who stayed there year round, Lilly quite enjoyed spending her time there and listening to his stories, as well as those of the trappers and traders who would all come by on a regular basis. As she grew older, Lilly noticed how the other children in the orphanage would be sent away to be apprenticed as they neared adulthood. When she thought that the time would be coming for her to be apprenticed soon as well, Lilly asked that she be apprenticed to the old cleric of Erastil. Both the cleric and the supervisors of the orphanage consented to her request and by her 16th birthday, Lilly found herself now living in the small quarters attached to the temple and assisting the cleric with his duties as well as learning much of the natural world from him. A few more years passed this way, with the old cleric gradually becoming too frail for any of his duties. Around that time, a new cleric, with his own apprentice, arrived to take over the clerical duties and allow the old priest to spend his last few years in peace. At a bit of a loss what to do with herself, Lilly befriended a caravan guide working with a group of fur traders who had stopped by the trading post by the temple. By the time the caravan left, Lilly was an apprentice yet again and spent the next few years learning about map reading, horses and guiding a caravan through dangers. Deciding that she was ready to give it a go on her own, Lillyanna has taken on the job of guiding a caravan through a Wasteland. A sure test of her abilities that she hopes to pass and prove herself. |