Ranger

Marguerite DuBois's page

71 posts. Alias of CrystalSeas.


Full Name

Marguerite DuBois

Race

Half-elf

Classes/Levels

Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Size

Medium

Alignment

Neutral

Deity

Miriani

Location

Stoneford

Strength 16
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Marguerite DuBois

Marguerite DuBois Female Ranger 2
Neutral Medium Humanoid(Half-elf) Core 20 pt NotPFS
Init +3; Senses Lowlight Vision (torch=40) ; Perception +11(13)

DEFENSIVE
--------------------
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 AC)
hp 24 (2d10)
Fort +4, Ref +6, Will +1 (+2 vs enchantment effects)
Immune to sleep effect

OFFENSIVE
--------------------
Speed 30 ft (Armor: 20)
Longsword +5 (1d8+3 19-20/x2)
Longsword 2h, Power Attack +4 (1d8+7 19-20/x2)
Longbow, Composite +5 (1d8+3 /x3)
Sling +5 (1d4+3 /x2)

Statistics
Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +2; CMB +5; CMD 18
Feats (3) Skill Focus(Perception), Power Attack, Precise Shot
Skills (6 class)
Climb +7 (1 Rank)
Handle Animal +4 (1 Rank)
Heal +5 (1 Rank)
Intimidate +4 (1 Rank)
Know (dungeoneering) +4 (1 Rank)
Know (nature) +4 (1 Rank)
Perception +11 (2 Ranks)
Sense Motive +1
Stealth +8 (2 Ranks)
Survival +5 (1 Rank)
Swim +3

FCB +1 HP
Languages (2) Common, Elven
SQ
Favored Enemy(Atk/dmg/perception/track/sense motive/knowledge/bluff), Undead +2),
Survival, Tracking +1 (all)

BACKSTORY:
BACKSTORY
Height: 5'9" Weight 140: lbs Hair: Blond with a shimmer of green in the sunlight Eyes: Glittering deep forest green, almost black
Marguerite "Daisy" DuBois is a half-elf child (28 Golarion years, but has the maturity of a 16-year-old human) from Stoneford, a small village on the Turandock River just east of the Tickwood. It is about 3 miles from Sandpoint along the Lost Coast Road, a bit more if you use the river as your route.

She is the unacknowledged daughter of an elven noble house, who would like to pretend that Marguerite does not exist. Her human father is a trapper and hunter who left her with his sister Danine to raise.

Danine is a cleric of Milani and a fierce protector of the rights of the poor and shunted-aside, powerless people of Varisia. Marguerite has some of the same fierceness, but is more interested in action than prayer.

Whenever her father returns to Sandpoint, he makes the trip to Stoneford to spend a few days with his daughter, teaching her woodland survival skills and a love of nature.

She once went with a band of adventurers to explore the lair of Black Fang, which lies only half a mile from Stoneford. Black Fang, tiring of the incessant disruption of his home by novice adventurers, has left that cave system, but local teens still use it as a test of bravery.

Marguerite is often in Sandpoint, running errands and making deliveries for people from Stoneford who would rather stay busy with their own tasks than venture into town. She is particularly fond of stopping at the Rusty Dragon for a bowl of soup and a heel of bread, quietly hoping to catch a glimpse of her idol, Ameiko.

She has begun to chafe at the restrictions of small town living, and has hidden aspirations to confront her mother's family to force them to recognize her. This is somewhat stymied by the fact that she's not sure exactly where her mother lives. Her father has not been very forthcoming about the circumstances of her conception.

She has come to Kassen to meet with a friend of her father's (Arnama Lastrid), who may have information about her mother, since Kassen was where Marguerite was born.

Using Malayalam for Elvish script

--------------------

SKILLS:
SKILLS
--------------------
Per level: 6 + IN mod (0)
--------------------
Acrobatics +3 (-4a)
Appraise +0
Bluff +0
Bluff (undead) +2
Climb +3 (-4a)
Diplomacy +0
Disable Device* na
Disguise +0
Escape Artist +3 (-4a)
Fly na
Handle Animal* +4
Heal +5
Intimidate +0
Knowledge (Arcana)* na
Knowledge (Dungeoneering)* na
Knowledge (Engineering)* na
Knowledge (Geography)* na
Knowledge (History)* na
Knowledge (Local)* na
Knowledge (Nature)* +4
Knowledge (Nature: undead)* +6
Knowledge (Nobility)* na
Knowledge (Planes)* na
Knowledge (Religion)* na
Linguistics* na
Perception +10
Perception (undead) +12
Ride +3 (-4a)
Sense Motive +3
Sense Motive (undead) +5
Sleight Of Hand* na
Spellcraft* na
Stealth +7 (-4a)
Survival +5
Survival (undead?) +7
Survival (tracking) +6
Survival (tracking undead) +8
Swim +3 (-4a)
Use Magic Device* na

Languages Common, Elven


---------------------------
FEATS:
FEATS
--------------------
Lvl 1: Half-Elf Racial Bonus Feat: Skill Focus:
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
SKILL: Perception +3

Lvl 1: Feat
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


--------------------
GEAR:
GEAR
Budget 175
Remaining 1.09 gp

Scalemail +5
Longsword
Longbow, composite
Arrows (20)
Sling
Sling bullets (10)
Arrows, blunt (10-1)

Backpack
Belt pouch
Bell
Chalk
Dagger
Fishhook
Flint/Steel
Oil, 1 pint
Sewing needle
Sack

Total 173.91

SUPPLIED Price Weight Number Cost
Trail rations (5) 0.5 1 5 2.5
Torches (3) 0.1 10 3 0.3
Waterskin 1 4 1 1
Blanket 0.5 3 1 0.5
Tent 10 20 1 10


--------------------
SPECIAL ABILITIES:
SPECIAL ABILITIES
--------------------
RACIAL
Favorite Class: Ranger, Rogue
Lvl 1 Fave Class Bonus: +1 HP

Half Elf
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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.

See Additional Rules:Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters. (torch = 40 ft, caldle -=5 ft, lamp = 30 ft, Light or Continual Flame spell = 40 ft

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

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 saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

CLASS
Ranger 1
BAB +1 Fort +2; Ref +2; Will +0
1st Favored Enemy (Ex): 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.
Favored Enemy: Undead

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

Wild Empathy (Ex): 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.


--------------------
LOOT:

Trail Rations (14)
Wand, Cure Light Wounds (20 charges)
-------------
Wand, Cure Light Wounds (10 charges)
Arrows, Blunt (10)
Trail Rations (8)
Comfy pillows
-------------
From first part
Gold (87)
Shortsword+Scabbard, Masterwork

---------------------

HP 24/24 | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11