| Full Name |
Ma'oa |
| Race |
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1 |
About Ma'oa
Max HP: 12 (1d10+2) Current HP: 12 Non Lethal: Death Threshold: -15 /-17
STR 14(+2) DEX 14(+2) CON 14(+2) INT 10(+0) WIS 14(+2) CHA 11(+0)
(+2 Con while shapechanged)
Defense
AC: 15 (10 + 3 Armor +2 Dex)
Touch: 13 :
Flat footed: 13
Resistance:
CMD:15
Armor Studded leather Max Dex +5 ACP:-1
Speed:30
Swim speed: 30 (while shapechanged)
Saves:
Fort: +4 (+5 shapechanged) Reflex: +4 (+) Will: +2
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Offense
BAB:+1 CMB:+3 (+5 sand/water) Initiative +2
Combat: No penalties underwater
Melee: Cold Iron Spear +3 1d8+2 x3
Melee: Dagger +3 1d4+2 19-20 /x2
Melee: Machete +3 1d6+3 19-20 /x2
Ranged: Light Underwater crossbow +3 1d8 19-20/x2 80ft/20ft
Special: Bite (shapechanged) +3 1d6+2 piercing
Ammunition: 20 crossbow bolts, 10 barbed bolts
Racial Traits
• Ability Modifiers +2 Wis, –2 Int (+2 Con while shapechanged)
• Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
• Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
• Base Speed: Skinwalkers have a base speed of 30 feet.
• Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Feat and Skill Racial Traits
• Animal-Minded : Skinwalkers(Seascarred) have a +2 racial bonus on Perception and Swim checks.
Magical Racial Traits
• Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a seascarred gains a +2 racial bonus to Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
• Amphibious
• Bite attack that deals 1d6 points of damage
• Ferocity
• Swim speed of 30 feet
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits.
• Spell-Like Ability: charm animal (aquatic animals only) 3/day.
Senses Racial Traits
• Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light
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Special Abilities
Ranger’s Focus (Ex) +2
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.
Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): +1
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.
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Adventuring Skills: 6+0 Int mod +FCB=7 per level
*Bluff +4
*Climb +
*Heal +6
*Intimidate +
*Knowledge (Local) +
*Knowledge (Nature) +4
Perception +5
*Ride +2
Sense motive +3
*Stealth +6
*Swim +10
*Survival +6 (+8 tracking/ +8 while mapping)
Background Skills: 2
*Handle Animal+6
*Knowledge (Geography) +4
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Feats:
Aquatic Combatant (+2 swim/no melee penalties underwater)
Traits:
Shoreline Skirmisher (Wereshark-kin)
You were raised without many toys or possessions, but you made do exploring every detail of the nearby seashore, and know how to spot potential tools or obstacles.
Prerequisite(s) Wereshark-kin
Benefit(s) You gain a +2 trait bonus on combat maneuver checks as long as you or your opponent is on sand or in water at least 6 inches deep.
Employee
You have worked or the Bountiful Venture Company or you are the child of one of its current employees. This connection helped you get a leg up on the competition to get involved in the establishment of Talmandor’s Bounty. The company didn’t want nepotism to show through too strongly, so you weren’t included in the first wave of colonists and instead have been selected to accompany the second wave of colonists to the island. You don’t want people to know that you’re part of the company, but your contacts in the Bountiful Venture Company didn’t necessarily tell you that you needed to keep it a secret. You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill or you.
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Equipment/Gear (lbs)
Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit,rope, torches (10), trail rations (5 days), and a waterskin. Whetstone, 2 fishhooks, Blanket ,2 healer's kits, 10 tindertwigs, mapmaker’s kit, 50ft silk rope
Potions: 2 CLW, Purify food and drink
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Personality
Background
Daughter of a renowned Grey Corsair Captain, Ma’o was practically raised aboard a ship, exposed to multiple environments around the Inner Sea region from an early age. Upon her mother’s retirement from the Corsairs, and subsequently joining the Bountiful Venture Company, she became a highly sought prospect of the company. Between her knowledge, skills, and a natural bloodline gift of a distant wereshark ancestor, she was recruited and strongly considered for the initial establishment of Talmandor’s Bounty, however it was decided best that she was not included for fear of the appearance of nepotism.
When all contact with the colony was lost, and the potential for greater danger determined, Ma’o was personally assigned to take her orders directly from Ramona Avandth, serving to utilize her skills to guide and protect the new expedition safely through the exploration, and hopefully discover the fate of the previous expedition.
Description
Ma'oa
Tall, broad shouldered and overall powerfully built, Ma’oa boasts sleek muscle on an athletic, powerful frame, her sun bronzed skin adorned with tattoos and tribal markings, along with no small number of scars, all of which contribute to her confident, almost predatory bearing.
Preferring to dress as lightly as possible when relaxing, she very seldom wears anything on her feet, her dark hair is often wet or damp from swimming when the opportunity arises, her smooth, strong features lending her a stoicism, only broken by the occasional, surprisingly warm smile.
When in the field, she wears leather armor, her concession to safety over comfort, preferring a spear when hunting or fighting, though capable of handling herself with almost any weapon.
Wealth
pp 94 gp sp cp
gems
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Hunter's tricks
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