Kressle

Meloriel's Pregen's page

180 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Samar

Race

| HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek)

Classes/Levels

| Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Gender

Samar | Female Keleshite Ranger

Size

Medium

Alignment

N

Location

Kelmarane

Languages

Common, Gnoll, Kelesh

Strength 19
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 14
Charisma 10

About Meloriel's Pregen

Samar
Female Human (Keleshite) Laborer Ranger 5
N medium humanoid, human
Languages Common, Gnoll, Kelesh
Senses Perception +7 (+2 higher to Seek) (Expert)
Hero Points 1, Resonance: 4
Class DC 18
Speed: 25 ft.
XP

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DEFENSE
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HP: 82
AC: 20 TAC: 19 (+3 AC, +2 TAC, +2 Dex, + 5 Proficiency)
Fortitude: +10 Reflex: +8 Will: +8
Special: twin parry

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OFFENSE
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Melee: expert hatchet +11 (1d6+4 S)(agile, sweep, thrown 10 ft.)
Ranged: hatchet +7 (1d6+4 S) (agile, sweep, thrown 10 ft.) (Ammo: 6/6)
…composite shortbow +7 (1d6+2 P) (60 ft., deadly d10, propulsive) (Ammo: 32/40)
Special hunt target, quick draw, twin takedown

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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +7 (Trained)
Arcana: +1 (Untrained)
Athletics: +9 (Trained)
Crafting: +1 (Untrained)
Deception: +1 (Untrained)
Diplomacy: +1 (Untrained)
Intimidation: +5 (Trained)
Lore (labour): +6 (Trained)
Medicine: +7 (Trained)
Nature: +7 (Trained)
Occultism: +1 (Untrained)
Performance: +1 (Untrained)
Religion: +3 (Untrained)
Society: +1 (Untrained)
Stealth: +6 (Trained) (Includes -1 check penalty from noisy)
Survival: +9 (+2 higher to Track, +1 higher to navigate) (Expert)
Thievery: +9 (Expert)

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Statistics
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STR 19 DEX 14 CON 18 INT 10 WIS 14 CHA 10

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Feats
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Ancestry: skilled, skilled
Background: robust recovery
Class: quick draw, twin takedown
General: toughness
Heritage versatile heritage (battle medic)
Skill: cat fall, defensive climber

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FEAT AND ABILITY DETAILS
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Battle Medic
You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to do so, you must attempt a DC 15 Medicine check. If you succeed, the target is bolstered to your use of Battle Medic. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 2d8, if you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 4d8, and if you’re legendary, you can instead
attempt a DC 30 check to increase the Hit Points regained by 6d8.

...Success: The target regains Hit Points equal to 1d8 plus your Wisdom modifier.
...Critical Success As success, but target regains 1d8 additional HP.
...Critical Failure The target takes 1d8 damage.

Cat Fall Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Defensive Climber You are trained in climbing techniques that allow you to twist and weave as you climb without sacrificing your grip. You’re not flat-footed while climbing.

Hunt Target: 1 action
You designate a single creature within 100 feet as your target and focus your attacks against that creature. While hunting that creature, you gain benefits for focusing your attacks. As long as all your attacks in a round are against target you’re hunting, the multiple attack penalty you take on the second attack is –4 (–3 with an agile weapon) instead of –5, and –8 (–6 with an agile weapon) instead of –10 on the third and any further attacks in the round. You also ignore the penalty for making ranged attacks against the target you’re hunting within your second range increment. You also gain a +2 circumstance bonus to Perception checks when you Seek your target and a +2 circumstance bonus to Survival checks when you Track your target. You can have only one creature designated as the target of your hunt at a time. If you use Hunt Target against a creature when you already have a creature designated, the prior creature loses the designation and the new target gains the designation. In any case, this designation lasts until your next daily preparation (see page 332).

Quick Draw: 1 action
You Interact to draw a weapon, then Strike with the weapon you just drew

Robust Recovery: Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.

Trackless Step When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.

Treat Wounds (Medicine Use): You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for your level (DC 16), though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed
wounds. A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.
...Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier × your level or equal to just your level, whichever is higher.
...Critical Success As success, but increase the healing by your level × 3.
...Critical Failure The patients are bolstered against your Treat Wounds.

Twin Parry: 1 action
You use your two weapons to parry attacks. If neither weapon is agile or if either weapon has the parry trait, you gain a +2 circumstance bonus to AC until the start of your next turn. Otherwise, you gain a +1 circumstance bonus to AC until the start of your next turn instead. You lose the circumstance bonus if you no longer meet the requirement.

Twin Takedown: 1 action, maximum 1/round, Must wielding two melee weapons, each in a different hand.
You swiftly attack your hunted target with both weapons. Make two Strikes against your hunted target, one with each of the required weapons. (The multiple attack penalty applies normally.) The second Strike takes a –2 circumstance penalty if the weapon doesn’t have the agile trait. If both attacks hit the same creature, combine their damage and any applicable enhancements from both weapons. For purposes of resistances and weaknesses, this is considered to be a single Strike.

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Equipment
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Armour: +1 chain shirt
Weapons: expert hatchet (2), hatchet (6), composite shortbow, arrows (40)
Magical and Alchemical Items minor healing potion (5 3, heals 1d8, 1 resonance)
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath (1/weapon)
Equipment: bedroll, climbing kit (50 feet of hemp rope, some pulleys, a dozen pitons, a hammer, healer's tools, a grappling hook, and one set of crampons), clothing, compass, flint and steel, rations (4 days), tent (pup), torch (10), waterskin

Gear Note:
- Climbing kits allow you to attach yourself to the wall you’re climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall.
- Torch sheds bright light in a 20-foot radius. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

Silver: 12
Copper: 5

Current Bulk 6 (3 L)
Encumbered 9, Maximum 14

Scavenged Loot
3 battleaxes, 3 leather armor, 3 shortbows with 60 arrows, Scimitar, Composite shortbow with 19 arrows, Hide armor

Defense Proficiencies:

AC: Trained
TAC: Trained
FORT: Expert
REF: Expert
WILL: Expert
Light Armor: Trained
Medium Armor: Trained
Heavy Armor: Untrained
Shields: Untrained

Offense Proficiencies:

Simple Weapons: Trained
Martial Weapons: Trained
Special Proficiencies: Axes: Expert
Arcane Magic Untrained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Background:

Appearance and Personality:

Mercenary, all about the coin