Irabeth Tirabade

Nabla Ulich's page

No posts. Organized Play character for kaervek78.


Classes/Levels

Female Half-Orc Ranger (Guide) 2 | HP 20/20 | AC 18 T 12 FF 16 | CMB +6, CMD 18 | F: +7, R: +7, W: +3 | Init +2 | Perc +6 (darkvision 60 ft) | SM: +1 | Speed 20ft

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About Nabla Ulich

Nabla Ulich, a female half-orc ranger (switch hitter) with the Guide Archetype (only) and Power Attack

Ranger (Guide)
Scenario Notes: NA

bought (scenario #2): wand of CLW (2PP), breastplate, etc.

bought (scenario #3): wand of endure elements (2PP)

already bought (scenario #4): MW composite longbow (+3 Str) (2PP)

To Buy/Do: cold iron dagger; potion of CLW (50g), 2x acid, 2x alchemist's fire
To Buy (later): wand of entangle (2PP), wand of bless (2PP), Headband of Inspired Wisdom (at level 7 at the latest)

Nabla Ulich is... now LEVEL 2!
to do: Equipment and shopping (partly rebuild)

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
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CMD 18
AC 18, touch 12, flat-footed 16
hp 20
Fort +7, Ref +7, Will +3
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OFFENSE
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CMB +6
Speed 30 ft.
Ranged
Longbow +4 (1d8/20/x3) 100 ft
[dice=Longbow]1d20+3[/dice] for [dice=Piercing]1d8[/dice]

Melee
Greatsword +6 (2d6+6/19-20/x2)
[dice=Greatsword]1d20+6[/dice] for [dice=Slashing]2d6+6[/dice]
[dice=Greatsword + Power Attack]1d20+6-1[/dice] for [dice=Slashing + PA]2d6+6+3[/dice]

cold iron Dagger +6 (1d4+4//19-20/x2)
[dice=cold iron Dagger]1d20+6[/dice] for [dice=cold iron Slashing OR Piercing]1d4+4[/dice]

Club +6 (1d6+4/20/x2)
[dice=Club]1d20+6[/dice] for [dice=Bludgeoning]1d6+4[/dice]

Unarmed Strike +6 (1d6+4/20/x2)
[dice=Unarmed Strike]1d20+6[/dice] for [dice=Bludgeoning non-lethal]1d3+4[/dice]

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STATISTICS
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Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
BAB +2
AC Calc 6 Armor, 2 Dex
HP Calc 1) 10, 2) 6, Con 4
Save Calc Base +3/+3/+0, Ability +2/+2/+1, Luck +2/+2/+2 (Sacred Tattoo with Fate's Favored)
Feats Power Attack, Rapid Shot(CS)
Traits Fate's Favored, Magical Knack
Languages Common, Orc; Draconic(B)
Favored Class Ranger 1-2) Skill Point

SKILLS:

(8 ranks/level)
[dice=Acrobatics]1d20+2[/dice]
[dice=Appraise]1d20+3[/dice]
[dice=Bluff]1d20-2[/dice]
[dice=Climb]1d20+8[/dice] <1 rank>
[dice=Craft: Anything]1d20+1[/dice]
[dice=Diplomacy]1d20-2[/dice]
[dice=Disguise]1d20-2[/dice]
[dice=Escape Artist]1d20+2[/dice]
[dice=Fly]1d20+2[/dice]
[dice=Handle Animal t]1d20+3[/dice] <2 ranks> x
[dice=Heal]1d20+1[/dice]
[dice=Intimidate]1d20+3[/dice] <2 ranks> x
[dice=Knowledge: Dungeoneering t]1d20+5[/dice] <1 rank> x
[dice=Knowledge: Geography t]1d20+5[/dice] <1 rank> x
[dice=Knowledge: Nature t]1d20+6[/dice] <2 ranks> x
[dice=Linguistics t]NA[/dice]
[dice=Perception]1d20+6[/dice] <2 rank> x (+2 to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste)
[dice=Perform: Any]1d20-2[/dice]
[dice=Profession: Any t]NA[/dice]
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+1[/dice]
[dice=Spellcraft t]NA[/dice]
[dice=Stealth]1d20+7[/dice] <2 rank> x
[dice=Survival]1d20+6[/dice] <2 rank> x
[dice=Swim]1d20+8[/dice] <1 rank>

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EQUIPMENT AND GOLD
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On person Breastplate (200g, 30lb); Longbow (75g, 3lb); 2x Arrows(20) (1g, 3lb); Greatsword (50g, 8lb) - 47
Left at Lodge 4x Trail Rations (2g, 4lb)
Starting GP 150 - 143 (shopping) = 7 + 430 = 437 - 185 (shopping) = 252 + 500 = 752 + 480 = 1232 gold
Starting GP 1232 - ??? (shopping) = ??? gold
Weight Carried 47 lbs (to be calculated)
Carrying Capacity Light (100 lb), Medium (200 lb), Heavy (300 lb), LoH (300 lb), Lift (600 lb), Drag/Push (1500 lb)
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APPEARANCE
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Age 20
Height 6'0"
Weight 240 lbs
Eye Color blue
Hair Color brown
Skin Tone light green
Region of Origin unknown
Deity ???

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SPECIAL ABILITIES
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Class Features Ranger:

Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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.
Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. 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 (Ex) At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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.
===> Underground (caves and dungeons) +2
Spells Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex) Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Camouflage (Ex) A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.


Class Features Guide (Ranger Archetype):

Source: Advanced Player's Guide pg. 125
Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features.
Ranger's Focus (Ex) 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.
Terrain Bond (Ex) At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger’s allies leave no trail and can’t be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.
Ranger’s Luck (Ex) Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion.
Inspired Moment (Ex) At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.
Improved Ranger’s Luck (Ex) Upon reaching 16th level, the ranger’s luck increases. He gains a +4 bonus on his rerolls made with the ranger’s luck ability, or if he forces an enemy to reroll an attack, that enemy takes a –4 penalty on the roll. This bonus or penalty is also applied on any roll to confirm critical hits. This ability replaces improved evasion.

Faction Rewards: none so far

Feats:

Power Attack 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.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
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.


Traits:

Magical Knack (Magic)
Fate's Favored (Faith) The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Racial Traits:

+2 to One Ability Score Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Half-orcs have a base speed of 30 feet.
Darkvision Half-orcs can see in the dark up to 60 feet.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Racial Traits:

Scavenger
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Sacred Tattoo
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Nabla Ulich has ranks in the following skills: Climb, Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Perception, Survival, Stealth, Swim
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Fire arrows if not in melee range range
*
*In melee: fight with 2-handed weapon
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

1) #05-08: The Confirmation: 1 XP, 2 PP, 430 gold
2) Quest: The Silverhex Chronicles: 1 XP, 2 PP, 500 gold
3) Module: Heroes For Highdelve: 1 XP, 2 PP, 480 gold
Total XP: 3
Total Fame: 6 (500 gold cap, next at Fame 9: 1,500 gold)
Current Prestige: 2 (at the end of chronicle 3)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Nabla Ulich
PFS #: 331079-8
Faction: Grand Lodge
Day Job: none
Normal Progression

Test:

The ranger introduces herself with a simple "Nabla Ulich."

Nabla is a quiet young half-orc woman who keeps to herself.
You better not incur her wrath - unless you want to become the target of her arrows or greatsword.