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About Maraiah Max HP:33 Current HP:33
Combat:
Defense AC:16 (10+ 3 armor + 3 Dex)
Armorq
Fort: + 4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 Offense Initiative +2
BAB: +3 CMB: +6
Combat: (+2 att/dam vs Monstrous Humanoids)
Melee: Masterwork Heavy mace +6 Damage 1d8+2 x2
Skills & Feats:
Skills:9 per level (6+2 Int+1 favored class) Bluff +1 (+3) Climb +6 (1 rank) Craft (Boowyer)+7 (2 rank) Disable Device +12 (2 rank)(Masterwork tools) Handle Animal +6 (2 rank) Heal +9 (3 ranks) Intimidate + Jump + Knowledge (Dungeoneering) +8 (+10) (3 ranks) Knowledge (Engineering) +7 (2 rank) Knowledge (Geography) + 6 (1 rank) Knowledge (Nature) +7 (+9) (2 rank) Perception +6 (+8) (AUTO check hazards within 10 ft) (3 ranks) Sense motive +5 (+7) (2 rank) Spellcraft + Stealth +8 (2 rank) Swim +7 (+11 vs NL damage) (2 rank) Survival +6 (+8) (3 rank) Feats:
*Bonus feat
Traits:
Lost Role Model (Settlement Near A Famous Dungeon) As a youth, you marveled at the crusaders, spelunkers, and lore seekers who came through your town on their way to the nearby dungeon, tomb, or ruins. One such intrepid role model in particular was of great import to you. Benefit On the last day you ever saw your hero, the adventurer gave you a unique dungeon guide worth no more than 750 gp and with an accuracy modifier of no greater than +2. Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. SPECIAL ABILITIES:
1st favored enemy (Monstrous humanoid) +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. Stone Scouting (Ex): +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. Vermin Affinity (Ex):A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. Combat style feat: Crossbow (Precise Shot) Adaptation(Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed. 1st Infiltrator adaptation: :Monstrous Humanoid (Darkvision) 30 mins per day 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. Racial: +2 to one ability score: Human characters get a +2 bonus
Equipment:
Explorer's outfit, Masterwork Gloves, boots, belt 4 sunrods, Small steel mirror, 1 lb Soap, Whetstone,Masterwork lockpicks, bag of holding IV Ranger's Kit: a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin Spelunker's kit: consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit. Background:
The daughter of an archivist specializing in lore of ancient dungeons, Maraiah was filled with a fascination for ruins at an early age. Though attentive, her single father's job left the young girl with a large amount of free time, and little supervision, leaving her to her own devices, a fact that were she less savvy would surely have resulted in her death. Maraiah possessed the dangerous combination of fearlessness and luck, and soon found herself combing through the dark corners of both ancient ruins and crime filled alleys, both within and outside of her home city, developing a knack for finding interesting objects and relics amidst the ancient wreckage, objects that often fetched a pretty price in the local bazaars. Her explorations would soon teach her something else, that the dark corners held threats the average denizen could not even imagine. Twisted nameless things from an era of darkness and evil, gone but refusing to be forgotten. Things that would endanger the innocent if someone did not ensure they stayed in their holes. She began to patrol the outskirts, in part, to keep the denizens of the dark, within the dark, away from the unwitting citizens living in the midst of unknown horrors; and, were she willing to admit it, for the thrill that came with surviving. She lives to explore those areas where no one has been in hundreds of years, thrilling at both discovery and danger.
Description:
Maraiah Tall and well built with sleek feminine muscle, Maraiah is an attractive woman if at the same time possessing an aura of danger that is somewhat off putting. Her dark hair contrasts sharply with skin, pale from extended periods outside of sunlight, adorned with elegant tattoos of ancient sigils, sharp green eyes constantly taking in all aspects of her surroundings. Most often wearing leathers in blacks and dark greys, she blends well with the shadows of her favorite environments.
Wealth copper, silver, gold, platinum. gems Accounting:
Studded leather Armor 25gp Masterwork Light Crossbow 335gp 5 Clips of bolts 50gp 2 Fire bolts 100gp 2 Acid bolts 80gp Short sword 10gp Heavy mace 12gp Ranger's kit 9gp 4 sunrods 8gp Small steel mirror 10gp 1 lb Soap 2cp Whetstone. 2 acid flasks 20gp Fungal Stun vial 75gp Thunderstone 20 gp Total= 728 xp: Next level: [Spoiler=Archetype progression]
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