Ranger

Lisyil Nihmedu's page

1 post. Alias of rdknight.


Full Name

Lisyil Nihmedu

Race

Elf

Classes/Levels

Ranger 1

Gender

Female

Size

Medium

Age

123

Alignment

CG

Deity

Angharradh / Sehanine Moonbow

Languages

Elven, Common, Sylvan

Strength 14
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 13
Charisma 10

About Lisyil Nihmedu

Lisyil Portrait

Statistics:
Female Elven Ranger (Transporter) 1
CG Medium Humanoid (Elf)

Init +3; Senses Perception +7
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DEFENSE
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 dex, +1 light shield)

hp 12

Fort +3, Ref +5, Will +2 (+2 vs Enchantment spells/effects)

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OFFENSE
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Speed 30 ft.

Melee +2 | +4 Finesse

Ranged +4
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STATISTICS
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Str 14, Dex 17, Con 12, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 16

Traits

Affable (Social):
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Empathic Diplomat (Region):
You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.

Indomitable Faith (Faith):
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats

Precise Shot:
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Skills (9 points; 6 Class, 1 INT, 2 Background)
ACP -0

Acrobatics* +3 = DEX 3+0+0
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Appraise +1 = INT 1+0+0
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Bluff +0 = CHA 0+0+0
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Climb* +2 = STR 2+0+0
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Craft / Fletcher +1 = INT 1+0+0
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Diplomacy +1 = WIS 1+0+0
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Disable Device*† +3 = DEX 3+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† 4 = CHA 0+1+3 (+1 Background)
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Heal +1 = WIS 1+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +5 = INT 1+1+3 (+1 Background)
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K (History)† +1 = INT 1+0+0
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +6 = INT 1+1+3+1 (+1 | +2 Forest: Trait)
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +1 = INT 1+0+0
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Perception +7 = WIS 1+1+3+2 (+2 Keen Senses)
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Perform +0 = CHA 0+0+0
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Profession† +1 = WIS 1+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +7 = DEX 3+1+3
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Survival +6 = WIS 1+1+3+1 (+1 | +2 Forest: Trait)
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Swim* +6 = STR 2+1+3
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Use Magic Device† +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Hallit

Special Abilities:

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SPECIAL ABILITIES
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ELF (Moon)
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Woodcraft:
Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

RANGER (Transporter)
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Transporter:

Trailbreaker (Ex):
A transporter constantly works to obscure his trail. He increases the Survival DC to track him, or a group of which he is a part, by an amount equal to half his ranger level (minimum 1). This does not stack with similar abilities, such as a traceless operative’s trackless ability.
This ability replaces wild empathy.

Hideaway (Ex):
A transporter can spend 1 hour and attempt a DC 20 Survival check to create a hidden shelter, useful for staying unseen by patrols of enemy creatures. The transporter’s shelter can hold the transporter and one additional creature for every 2 by which the transporter exceeds the DC. The created shelter incorporates scents from the local area, preventing creatures on the inside from being detected by the scent ability of creatures outside of the shelter, and vice versa. Additionally, its floor is either elevated or constructed of a different substance than the nearby ground, preventing creatures outside of the shelter from using tremorsense to detect creatures inside, and vice versa. Finally, the clever structure of the hideaway causes creatures outside of the shelter to take a –10 penalty on Perception checks to notice creatures inside, as if through a 1-foot-thick wall, while only causing creatures inside to take a –2 penalty on Perception checks to notice creatures outside.
These bonuses do not apply if the enemy creatures are intimately familiar with the area in which the hideaway was built (such as an area right near their home).
This ability replaces woodland stride.

Plot Course (Ex):
At 3rd level, a transporter can spend 1d4 hours and attempt a DC 15 Knowledge (geography) check to plot a subtle course of travel between his current location and another destination. The transporter’s course of travel is almost never direct, as it is optimized for smuggling. Thereafter, the transporter gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.
At 8th level, if the transporter’s Knowledge (geography) check exceeds the DC by 10, the bonuses increase to +4. At 13th level, if his Knowledge (geography) check exceeds the DC by 20, the bonuses increase to +6, and at 18th level, if the transporter’s check exceeds the DC by 30, the bonuses increase to +8.
A transporter can gain the benefits of only a single plotted course at any given time. If the transporter ever strays from the course or attempts to plot a new course for any reason, he loses the benefits of his current course immediately. A transporter can retry his Knowledge (geography) check to plot a course as long as he spends 1d4 hours each time.
This ability replaces favored terrain.

Favored Enemy (Ex)
Level 1:

At 1st level, 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.

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

Spells:

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Spells
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0th (0 at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Longbow
Elven Thornblade
Boarding Axe (Cold Iron)
Dagger
Light Mace (Alch Silver)
Leather Lamellar Armor
Light Wooden Shield (Quickdraw)
Ranger's Kit
Gear Maintenance Kit
Grooming Kit
Wooden Holy Symbol
Standard Outfit
Journal
Pen & Ink

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Consumables
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Arrows (20)
Caltrops (1)
Candle (2)
Torches (5)
Tinder twigs (3)

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 9 GP 9 SP 5 CP

Background:

Appearance and Personality:

Height: 5'10" | Weight: 112 lbs. | Hair: Light Blonde | Eyes: Dark Green

20 Questions::

1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why did your character accept the job?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?