Kassata

Nahlah bint Alima's page

64 posts. Organized Play character for Tangaroa.


Full Name

Nahlah bint Alima

Race

Human

Classes/Levels

Ranger 7 HP 67/67 | AC:23 (29, 30 vs evil)| T13 (14 vs evil) | FF:17 (21, 22 vs evil)| Fort:+8 | Ref:+8 | Will:+5| Init:+2 (+4 in desert) | Perception: +12 (+2 in desert,+4 v Outsiders(Evil),+2 v Undead)| Ranger 7

Gender

Female

Age

21

Deity

Sarenrae

Location

Qadira

Languages

Abyssal, Ignan, Infernal, Khelish, Osiriani, Taldane

Occupation

Guide, Sailor

About Nahlah bint Alima

PFS 7514-3

Tracked Resources:

Ranger Spell Prepared (CL 4th; concentration +6)
1st - Longstrider, Endure Elements
2nd - Versatile Weapon

[dice=perception]1d20+12[/dice]
[dice=stealth]1d20+6[/dice]

Stats:

Nahlah bint Alima
Female Human Ranger 7
N Medium humanoid
Init +2 (+4 in desert) ; Senses Perception +12
DEFENSE
AC 23, touch 13, flat-footed 17 (+10 armor + 2 dex + 1 deflection)
hp 67 (10+6d10+21)
Fort +8, Ref +8, Will +5

OFFENSE
Spd 20 ft./x4 (30 ft/x4 in light or no armor), woodland stride
Melee +1 Cold Iron Falchion +13/8 2d4+8 S 18-20/x2 or +13/6 2d4+14 S 18-20 with power attack
Melee Lucern Hammer +12/7 1d12+7 P/S 20/x2 Reach, Brace, +2 sunder medium/heavy armor
Melee Dagger +12/7 1d4+5 P/S 19-20/x2
Melee Throwing Axe +12/7 1d4+5 S 20/x2 1d6+4
Melee Sap +12/7 1d6+5 B 20/x2, Nonlethal
Melee Silver Morningstar +12/7 1d8+4 B/P 20/x2
Ranged +1 Composite (+4 strength) Longbow +10 1d8+5 P 20/x3, 110' range increment
Ranged (Many Shot) +1 Composite (+4) Longbow +10/5 2d8+10/1d8+5
Ranged (Rapid Shot) +1 Composite (+4 strength) Longbow +8/+8/3 2d8+10/1d8+5/1d8+5
Ammunition 20 cold iron, 20 alchemical silver, 10 adamantine blanched, 10 ghost salt blanched, 20 blunt
Ranged Dagger +9/4 1d4+5 P/S 19-20/x2, 10' range increment
Ranged Throwing Axe +9/4 1d6+5 S 20/x2, 10' range increment
Situational
Power Attack -2 hit/+4 damage (+6 two hand, +2 off-hand or secondary)
Cornered Fury +2 attack/AC when less then half hit points and no allies closer the 30'
Favored Enemy (Undead): +2 attack/damage rolls
Favored Enemy (Outsiders(Evil)): +4 attack/damage rolls

Ranger Spell Prepared (CL 4th; concentration +6)
1st - Longstrider, Resist Energy
2nd - Barkskin (+2)

STATISTICS
Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +7; CMB +12 (+7 BAB + 5 Str); CMD 25 (23 FF) (10 + 2 dex + 5 str + 7 BAB + 1 deflection)

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)
Acrobatics +3 (Jump -1) (3 ranks + 2 Dex - 2 ACP)
Climb +8 (2 ranks + 5 Str + 3 trained - 2 ACP)
Escape Artist +1 (1 rank + 2 Dex - 2 ACP)
Handle Animal +8 (7 ranks - 2 Cha + 3 trained)
Heal +10 (includes +3 from surgeons tools) (2 rank + 2 Wis + 3 trained + 3 circumstance)
Intimidate +4 (3 ranks - 2 Cha + 3 trained)
Knowledge (Dungeoneering) +5 (1 rank + 1 Int + 3 trained)
Knowledge (Geography) +5 (1 rank + 1 Int + 3 trained)
Knowledge (Nature) +6 (2 ranks + 1 Int + 3 trained)
Knowledge (Planes): +2, +6 to identify evil outsiders, +8 to identify daemons, devils, and demons. (1 rank + 1 Int)
Knowledge (Religion): +2, +4 to identify undead (only) (1 rank + 1 Int)
Linguistics +3 (2 rank + 1 Int)
Perception +12 (7 ranks + 2 Wis + 3 trained)
Profession (Sailor) +9 (4 ranks + 2 Wis + 3 trained)
Ride +11 (6 ranks + 2 Dex + 3 trained + 2 trait - 2 ACP)
Spellcraft +5 (1 rank + 1 Int + 3 trained)
Stealth +6 (3 ranks + 2 Dex + 3 trained - 2 ACP)
Survival +11 (6 ranks + 2 Wis + 3 trained); +3 to track
Swim +9 (3 ranks + 5 Str + 3 trained - 2 ACP)
ACP -2
Traits Armor Expert (Armor Penalties Reduced by 1), Horse Lord
Languages Abyssal, Ignan, Infernal, Khelish, Osiriani, Taldane
Special Qualities
Combat Style: Archery
Favored Enemy:(Outsiders (Evil) +4, Undead +2) Bluff, Knowledge, Perception, Sense Motive, Survival, Untrained Knowledge Checks
Favored Terrain: (Desert +2) Knowledge (Geography), Perception, Stealth, Survival
Hunters Bond: Animal companion as Ranger Level - 3 (+3 for boon companion)
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal).
Track: Half Level Bonus to track rolls
Wild Empathy: Class Level + Charisma Modifier to make diplomacy checks with wild animals. -4 with magical beasts
Woodland Stride

Boons
#2: Free Divination for the Chelish Embassy (1 use, must be in Egorian) [ ], Upstanding Citizen of Andoran Empire
#3: Associate of Yagevna Family; +2 diplomacy in Irrisien
#8: Rescued the Minotaur Prince: +2 to intelligence and charisma based checks in absalom
#13: Axe Beak Companion
#14: Twin Tomes: 1 PP for Celestial or Infernal (Used for Infernal)
#16: Resources of Redemption: fame is 2 points higher for a variety of anti-undead, flaming or healing equipment
#17: Scholar of the Gates Ajar: +2 competence vs. daemons, devils, devils
#18: Smine's best: +1 performance combat and +1 to indtimidate on a metal weapon
#20: Cornered Fury

Items:

Combat Gear Dagger, Throwing Axe (x3); Other Gear +1 Cold Iron Falchion, Lucern Hammer, +1 Composite +4 Darkwood Longbow

Wands
Cure Light Wounds (34 charges)
Lead Blades (46 charges)

Scrolls
Case 1:
Barkskin
Feather Step
Shield (x2)
Case 2:
Daylight
Magic Weapon (x2)
Case 3:
Protection v Evil (x2)
Remove Fear (x2)
Case 4:
Shield of Faith (x2)
Magic Fang

Oils
Bless Weapon (x4)

Potions

Armor +1 mithral full plate
Belt +2 of giant strength
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck golembane scarab
Ring +1 ring of protection
Ring
Shield
Shoulders +1 cloak of resistance
Wrist

Alchemical
Acid Flask (2)
Alchemist's Fire(2)
Alchemical Grease
Antitoxin
Vermin Repellent

Other Gear
Vibrant Purple Prism Ioun Stone (cracked)
Wayfinder

Backpack
Hooded Lantern with 2 pints of oil
Soap, Torch (x3), Bedroll, Vial w/Ink, Pen, Case w/10 sheets of paper,
Waterskins (x2)
Outfit (Travelers)
Healers Kit (10 uses) + Surgeons Tools (total +3 circumstance to heal)

Belt Pouch
Flint, Steel, Candles (x5), Chalk (x5), Needle & Thread, Whistle, Whetstone, Sundrods (x3)

Spell Component Pouch

Animal Companion:

Childraca
Female Companion Camel animal 6
TN Large animal
Init +5, Senses low-light vision; scent, Perception +4
=================================================
DEFENSE
=================================================
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,
=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +8 (1d4+7)
Space 10 ft. Reach 5 ft.
Special Attacks Spit (ranged touch),
=================================================
STATISTICS
=================================================
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
Combat Gear
Other Gear bite, barding (leather/large) (large), saddle (military) (large), saddlebags (large), 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Tricks 3
Intelligence
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.
=================================================
ANIMAL TRICKS
=================================================
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.
Attack II
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.

Adventure Log:

#1
Scenario Master of the Fallen Fortress
Gold Earned 479
Day Job 1
Prestige 0/0
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)
Misc. Expenses
Wealth 132
Notes DM PC

#2
Scenario #2 The Hydra's Fang Incident
Favors Free Divination for the Chelish Embassy (1 use, must be in Egorian), Upstanding Citizen of Andoran Empire
Gold Earned 456
Day Job 5
Prestige 1/1
Access Scrolls: Arcane Lock, Oils: Invisbility
Purchases Alchemical Silver Arrows (41), Cold Iron Arrows (2)
Wealth 550
Notes Dealing with some rogue Cheliax pirates. Swimming in armor is not fun.

#3
Notes Associate of Yagevna Family; +2 diplomacy in Irrisien
Scenario #4 The Frozen Fingers of Midnight
Gold Earned 467
Day Job
Prestige 0/2 (2 spent)
Access Potion of Cure Moderate Wounds (300)
Purchases Masterwork Cold Iron Falchion (400), Cure Light Wounds Wand (2 PA)
Misc. Expenses
Wealth 617
Notes DM PC

#4
Scenario #8 The Slave Pits of Absalom
Gold Earned 475
Day Job 5
Prestige 1/3
Access Potion of Cure Moderate Wounds
Purchases Masterwork Composite (+4) Darkwood Longbow 830
Misc. Expenses
Wealth 249
Notes Save a Qadiran diplomats wife from gnoll slavers.

#5
Scenario #19 Skeleton Moon
Gold Earned 1345
Day Job 10
Prestige 2/4
Access Potions: Bull's Strength (300), Haste (750), Scrolls: Blur (150), Cats Grace (150), Lightning Bolt (375), Pyrotechnics (150), Slow (375),
Summon Monster III (375), Web (150); Wands: Cure Light Wounds (750)
Purchases Sap (1)
Misc. Expenses
Wealth 1603
Notes Returned a member of the Pathfinder Society who had "fallen from the fold" in his search for a cure

#6
Scenario #2-2 Before the Dawn, Part I:
Rescue at Azlant Ridge
Gold Earned 1282
Day Job 50
Prestige 2/6
Access Scroll of cure moderate wounds (150 gp)
Potion of cure moderate wounds (300 gp)
Scroll of fireball (375 gp)
Purchases Scrolls: R Fear (x2), Shield Faith (x2), M. Wp (x2), P v E (x2); Oils of Bless Weapon (x4) 400 Healers Kit + Surgeons Tools 70
Wand of Lead Blades (2 PA)
Misc. Expenses 50
Wealth 2515
Notes Fought off hordes of Monkeys assaulting an Azlanti artifact

#7
Scenario #2-1 Before the Dawn, Part II: The Bloodcove Disguise
Gold Earned 1262
Sold Greataxe and shortbow for 25 gp
Prestige 4/8
Access:
Greenblood oil (Limit 1; 100 gp)
Potion of invisibility (300 gp)
Wand of inflict light wounds (21 charges) (Limit 1; 315 gp)
Feather token (whip) (300 gp)
Medium spider venom (Limit 1; 150 gp)
Potion of cure moderate wounds (300 gp)
Scroll of false life (150 gp)
Scroll of see invisibility (150 gp)
Striped toadstool powder (Limit 1; 180 gp)
Wand of inflict moderate wounds (11 charges) (Limit 1; 990 gp)
Wand of reduce person (9 charges) (Limit 1; 135 gp)
Purchases Silver Mace (98)
Misc. Expenses
Wealth 3704
Notes Sneaking through the Aspis Consortium controlled city of Bloodcove

#8
Notes Rescued the Minotaur Prince: +2 1 to intelligence and charisma based checks in absalom
Scenario #45 Delirium's Tangle
Gold Earned 1867
Day Job 20
Prestige 6/10
Access Scroll: lesser restore, wands: daze (375), magic missile (3rd, 2250), water breathing (2 charges, 450, limit 1), goggle of minute seeing, potions: cure mod (300), haste (750)
Purchases
Misc. Expenses
Wealth 5591
Notes Exploring an ancient, maddening underground maze.

#9
Notes
Scenario #24 Decline of Glory
Gold Earned 1540
Day Job 5
Prestige 6/10
Access pot: cure mod (300), remove paralysis (300), scrolls: remove disease (375), handy haversack (2000)
Purchases +1 added to cold iron Falchion (4000), +1 cloak of resistance (1000), Leather Barding, Large (40)
Misc. Expenses
Wealth 2096
Notes Ghoul hordes and angry Taldan monks!

#10
Notes
Scenario 2-21: The Dalsine Affair
Gold Earned 250 (raise dead cost for someone?)
Day Job
Prestige 7/11
Access Shadow Lodge Signet (150 gp; +4 disguise to masquerade as a member of shadow lodge)
Purchases
Misc. Expenses
Wealth 2096
Notes

#11
Notes
Scenario #3-09: The Quest for Perfection—Part I: The Edge of Heaven
Gold Earned 1895
Day Job 1
Prestige 13/9
Access
Purchases Ring Protection +1
Misc. Expenses 530 to raise buck hawk
Wealth 1462
Notes

#12
Notes
Scenario #3-: The Quest for Perfection—Part II: The Edge of Heaven
Gold Earned 1839
Day Job 20
Prestige 15/11
Access
Purchases +1 on longbow (2000)
Misc. Expenses
Wealth 1501
Notes

#13
Notes Axe Beak Companion
Scenario #3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow (PFRPG)
Gold Earned 524
Day Job 20
Prestige 16/12
Access Braid of a Hundred Masters
Purchases
Misc. Expenses
Wealth 2045
Notes

#14
Notes Twin Tomes: 1 PP for Celestial or Infernal (Used for Infernal)
Scenario #3-06: Song of the Sea Witch
Gold Earned 1815
Day Job 10
Prestige 18/13
Access
Purchases Scarab, Golembane (2500)
Misc. Expenses
Wealth 1370
Notes

#15
Notes
Scenario #16 To Scale the Dragon
Gold Earned 1681
Day Job
Prestige 19/14
Access
Purchases
Misc. Expenses
Wealth 3051
Notes GM PC

#16
Notes Resources of Redemption: fame is 2 points higher for a variety of anti-undead, flaming or healing equipment
Scenario Pathfinder Module: Dawn of the Scarlet Sun (PFRPG)
Gold Earned 2252
Day Job 10
Prestige 20/15
Access
Purchases Scroll of Barkskin x2 (300), Daylight (375)
Misc. Expenses
Wealth 4638
Notes Killed a Succubus mascarading as a priest of Sarenrae

#17
Notes Scholar of the Gates Ajar: +2 competence vs. daemons, devils, devils
Scenario Day of the Demon
Gold Earned 3205
Day Job 50
Prestige 22/17
Access
Purchases
Misc. Expenses
Wealth 7893
Notes Fighting the allies of Tancred Desimire

#18
Notes Smine's best: +1 performance combat and +1 to indtimidate on a metal weapon
Scenario 5-6: You have what you hold
Gold Earned 3268
Day Job 50
Prestige 24/19
Access +1 spell storing piecemeal armor
Purchases
Misc. Expenses
Wealth 11211
Notes Fighting one of the bloodied in Tymon to stop attacks against Pathfinder barges.

#19
Notes Access to armor from a large dragon
Scenario 3-20: The Sundered Path
Gold Earned 4375
Day Job
Prestige 26/21
Access
Purchases
Misc. Expenses
Wealth 15586
Notes

#20
Notes Cornered Fury
Scenario 3-22: Pagoda of the Rat
Gold Earned 4362
Day Job
XP 20
Prestige 28/23
Access
Purchases +1 Mithral Full Plate (11500), Belt of Giant Strength (4000), Weapon Blanche (Ghost Salt)(200), Weapon Blanche (Adamantine)(100), Arrows (Blunt, 20) (2), ring of protection +1 (2000), scrolls of feather step (25), scroll of magic fang (25) Vibrant Purple Prism Ioun Stone (2000), Alchemist's Fire (40) (2), Acid Flask (2), Vermin Repellent (5), Alchemical Grease (5), Antitoxin (50), scroll cases (x3) (3), Saddlebags, Saddle (Military), Spell Component Pouch, Scroll of Shield (x3)
Sold Mwk. Breastplate (175), Club (0)
Misc. Expenses
Wealth 43
Notes

#
Notes
Scenario
Gold Earned
Day Job
Prestige
Access
Purchases
Misc. Expenses
Wealth
Notes