About MoralaneMoralane Vessocho
Initiative: +3
Speed: 20 ft Defenses Spoiler:
18 AC (+4 armor, +3 dex, +1 armor enhancement, +1 deflection) ...+1 Dodge vs undead (barrow warden) ...+1 buckler ...+4 Shield 13 Touch (-armor and shield)
Hit Points: 50 (10+ 3d10, +1d8, +5 con, +7 toughness, +5 favored class) +9 Fort (+4 ranger, +2 spiritualist, +1 con, +1 racial, +1 resistance)
+8 Ref (+4 base, +3 dex, +1 resistance)
+8 Will (+1 ranger, +2 spiritualist, +4 wis, +1 resistance)
Combat
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+4 BaB +6 CMB Melee
Ranged +1 Composite Longbow, +8 1d8+2, 20/x3 crit, 120' range
Quiver 1
Quiver 2
Feats and Traits
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traits Glory of Old: +1 bonus on saves against spells, spell-like abilities, and poison. Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC. Reactionary +2 initiative Feats
Weapons: Simple, Martial, Dwarven, deity's favored
Skills
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Skill Points: 24 ranger, 4 spiritualist, 5 int
Armor Check penalty** -1 (masterwork chain shirt) +12 Perception (5 ranks, +4 wis, +3 class)
Spells Spoiler:
-Spell-Like Abilities- Only Usable in Favored Terrain Detect Poison x1 per day Know Direction x1 per day Mending x1 per day Spark x1 per day Produce Flame x1 per day -Ranger Spells-
1st level (0 per day, +1 bonus)
-Spiritualist Spells-
Knacks (4 known, at will)
1st level (2 known, 1 per day, +1 bonus)
-Consumables-
Potion of Cure Moderate Ranger Abilities Spoiler:
Favored Enemy (Undead) (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. 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. Favored Weapon At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity’s favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Combat Style (archery) (Ex)
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Endurance A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (underground) (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Blessings: At 4th level, a divine tracker forms a close bond with his deity’s ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.
Repose Blessing
Curse Blessing
Spiritualist Abilities Spoiler:
Shared Consciousness (Su) At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect. Etheric Tether (Su) At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane. This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master. If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours. Racial Traits Spoiler:
+1 con, (4th level increase) Favored Class bonuses, +5 HP Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces greed and stonecunning. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Equipment:
Automatic Bonus Progression Armor Attunement: Masterwork Chain Shirt Weapon Attunement: Masterwork Bow Mental Enhancement: Wisdom -Worn-
-Secured over shoulder/around neck-
-Belt and Pouches-
Large Pouch 1
Large Pouch 2
-In Pack-
Cash
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72 cp Names:
King Queen Rosalinda Gloriann Fredrosse Sir Henri- Knight, Hallister's patron.
Lady Innarosa- Knight, Rownig's Liege, Helgen's Aunt Sir Guisse- Knight, Mazrim's Leige
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