Shoanti Tribeswoman

Nu'mara's page

58 posts. Alias of Celestial Half-Porc.


About Nu'mara

Nu'mara
Female Human (Mwangi) Ranger 2
CG Medium Humanoid
Favored Class: Ranger +2 HP
Speed 30ft (15ft Stealth)
Init +4 Senses Perception +6
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DEFENSE
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AC 18 (10 Base, +4 Armor, +4 Dex)
Touch 14 (10 Base, +4 Dex)
Flat Footed 14 (10 Base, +4 Armor)
Armor: MW Chain Shirt Max Dex +4 ACP -1
HP 22 (2d10 + 4 Con + 2 Ranger)
Fort +5 Ref +7 Will +1
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OFFENSE
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BAB +2 CMB +4 CMD 18
Melee
MW Handaxe (+7) (1d6+2 x3)
Dual MW Handaxe (+5/+5) (1d6+2 Each x3)
Ranged
MW Comp. Longbow +2 Str (+7) (1d8+2 x3) 110ft Range (20 Arrows)
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STATISTICS
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Str 14 (+2)
Dex 18 (+4)
Con 14 (+2)
Int 13 (+1)
Wis 12 (+1)
Cha 10 (+0)

Feats: Weapon Finesse, Two Weapon Fighting (Bonus), Double Slice (Combat Style)

Traits: Armor Expert (-1 ACP), Poverty Stricken (+1 Survival)

Skills:
Acrobatics (+4 Dex) (+4)
Climb (+2 Str,+2 Ranks,+3 Class) (+7)
Diplomacy (+0 Cha) (+0)
Handle Animal (+0 Cha,+2 Ranks,+3 Class) (+5)
Intimidate (+0 Cha) (+0)
Knowledge Dungeoneering (+1 Int,+2 Ranks,+3 Class) (+6)
Knowledge Geography (+1 Int,+2 Ranks,+3 Class) (+6)
Knowledge Nature (+1 Int,+2 Ranks,+3 Class) (+6)
Perception (+1 Wis,+2 Ranks,+3 Class) (+6)
Ride (+4 Dex) (+4)
Stealth (+4 Dex,+2 Ranks,+3 Class) (+9)
Survival (+1 Wis,+2 Ranks,+3 Class,+1 Trait) (+7)(+8 Track)
Swim (+2 Str) (+2)

Special Abilities:
Favored Enemy 1: Humanoid (Ape-men)

Spoiler:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (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.

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.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

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.

Languages: Common, Polyglot, Elven

Gear

Spoiler:

Starting Gold: 1,000gp
--MW Handaxe x2 612gp, 6lbs
--MW Composite Longbow (+2 Str) & Quiver (20 Arrows) 601gp, 6lbs
--MW Chain Shirt 250gp, 25lbs
--Traveler's Outfit
•Backpack 2gp, 2lbs
--Trail Ration x8 4gp, 8lbs
--Waterskin 1gp, 4lbs
--Flint & Steel 1gp
--Torch x2 2cp, 2lbs
--380gp 14sp 8cp

Total: 53lbs (Light)
Carrying Capacities: 58lbs/116lbs/175lbs

Background

Spoiler:
Nu'mara had a typical Mwangi childhood, playing in the nearby river and cooking dinners with her mother. Life had been easy until the night of the raid. Twenty ape-men seemed to materialize out of the fog, destroying everything in their path and leaving no one alive. Nu'mara was barely ever late for dinner, but this night it was as if by divine intervention that she lost track of time. As she heard the screams from the bank of the river she almost jumped straight out of the water and sprinted toward the village. Multiple people died in Nu'mara's arms that night, all with the same final vision, an ape-man with a giant club, roaring with spittle flying from its mouth. Since that night Nu'mara has been trying to track down the murderous tribe of ape-men and exact revenge for each tribe member she had lost.

Description

Spoiler:
Age: 20
Height: 5'-7"
Weight: 118lbs
Nu'mara is a young Mwangi woman of average size and dark skin. She keeps her hair short and covered by a handkerchief in order to keep branches from snagging while tracking. She wears earth tone wrapping around her torso to cover up the shine of the well crafted chain shirt she took from the chief's lifeless body and weathered boots and cloak from tracking the apes nonstop for so long.

XP

Spoiler:
2800 (3300 Needed to LVL)