About Nahlah bint Alima
Ranger Spell Prepared (CL 4th; concentration +6)
2nd - Versatile Weapon
Nahlah bint Alima
Female Human Ranger 7
N Medium humanoid
Init +2 (+4 in desert) ; Senses Perception +12
AC 23, touch 13, flat-footed 17 (+10 armor + 2 dex + 1 deflection)
hp 67 (10+6d10+21)
Fort +8, Ref +8, Will +5
Ranger Spell Prepared (CL 4th; concentration +6)
Feats Armor (Light, Medium, Heavy, Shields), Boon Companion, Endurance, Furious Focus, Many Shot, Power Attack, Quick Draw, Rapid Shot, Weapons (Simple, Martial)
Skills (7 x 8)
Combat Gear Dagger, Throwing Axe (x3); Other Gear +1 Cold Iron Falchion, Lucern Hammer, +1 Composite +4 Darkwood Longbow
Armor +1 mithral full plate
Spell Component Pouch
Female Companion Camel animal 6
TN Large animal
Init +5, Senses low-light vision; scent, Perception +4
AC 21, touch 14, flat-footed 16 (+2 armor, +5 Dex, +5 natural, -1 size )
hp 51 ((6d8)+24)
Fort +8, Ref +10, Will +2
Defensive Abilities evasion,
Speed 50 ft.
Melee bite +8 (1d4+7)
Space 10 ft. Reach 5 ft.
Special Attacks Spit (ranged touch),
Str 20, Dex 20, Con 16, Int 3, Wis 11, Cha 4,
Base Atk +4; CMB +10; CMD 25 (29 vs trip)
Feats Bodyguard, Combat Reflexes, Toughness
Skills Acrobatics +10, Perception +4, Survival +5, Swim +9,
SQ combat training, bonus tricks 3, devotion, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Air Walk, Attack, Come, Defend, Down, Guard, Heel, Seek
Other Gear bite, barding (leather/large) (large), saddle (military) (large), saddlebags (large), 0.0 gp
Bonus Tricks 3
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.
Spit (Ex) Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must make a DC 16 Fortitude save or be sickened for 1d4 rounds.
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Air Walk The animal is trained to move with the aid of the air walk spell.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Scenario Master of the Fallen Fortress
Gold Earned 479
Day Job 1
Access Scrolls: Shatter, Shield Other, Potions: Lesser Restoration, Cat's Grace, Cloak Resist +1, Wand of Summon Monster I (CL 3rd, 9 charge, limit 1, 135 gp)
Purchases Masterwork Breastplate (350)
Notes DM PC