Swordswoman of Sothis

Ryllkwynne Purebow's page

89 posts. Organized Play character for qwerty1971.


Full Name

Ryllkwynne Purebow

Race

Half Elf

Skills:
//Disable+15/Handle Animal+6/Heal+2/Stealth+10/Survival+7/Nature +7/Acro +14/Diplomacy +9

Classes/Levels

Ranger 2/Zen Archer Monk 3/ Paladin 2 (HP:50/50)(AC:22 FF:16 T:19)(F:+12 R:+13 W:+12)(Init:+11)(Perception:+13)

Gender

Female LVL 7

ATK:
Melee: +8 / Ranged: +12
Archetype:
Freebooter/Trapper/Zen Archer/Divine Hunter

Size

medium

ATK:
[dice=+1 Adaptive CLB+RS+DA+MS]1d20+10[/dice]...[dice=DMG]2d8+16[/dice]

Alignment

LG

Deity

Erastil

Languages

Common, Elven

Strength 14
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 15
Charisma 15

About Ryllkwynne Purebow

Ryllkwynne Purebow
Half-elf Ranger (trapper/freebooter) 2/Zen Archer 3/Paladin (Divine Hunter) 2 114768-31
LG Medium humanoid (elf, human)
Init +11; Senses low-light vision; Perception +13
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Defense:

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AC 22, touch 19, flat-footed 16 (+2 armor, +5 Dex, +2 Wis, +1 NA, +1 Deflection, +1 Dodge)
hp 50 (4d10+4+3d8+6)
Fort +12, Ref +13, Will +12; +2 vs. enchantments
Defensive Abilities dual minded; Immune sleep

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Offense:

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Speed 30 ft.
Melee dagger +8/+3 (1d4+2/19-20)
Ranged longbow +10/+10/+5 (1d8+8/×3)
Special Attacks freebooters bane +1 to hit/+1 to damage (move action)

[dice=+1 Adaptive CLB+PBS+DA+MS+RS]1d20+10[/dice]..[dice=DMG]2d8+16[/dice]

[dice=+1 Adaptive CLB+PBS+DA+RS]1d20+10[/dice]..[dice=DMG]1d8+8[/dice]

[dice=+1 Adaptive CLB+PBS+DA+RS]1d20+5[/dice]..[dice=DMG]1d8+8[/dice]

[dice=+1 Adaptive CLB+PBS+DA+RS]1d20+5[/dice]..[dice=DMG]1d8+8[/dice]


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Statistics:

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Str 14, Dex 20, Con 12, Int 10, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 27

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Feats:

1st-Point-Blank Shot:
RGR BNS RCS- Precise Shot
3rd-Deadly Aim
Monk BNS- Rapid Shot
Monk BNS- Weapon Focus- Longbow
Monk BNS- Perfect Shot (2d20;4/day)
Monk Bns-Dodge
Monk BNS- Point Blank Master- Longbow
5th- Improved Initiative
7th-Many Shot

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Traits:

*elven reflexes:
*Treerazers Bane:Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

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Skills=33:

Acrobatics 6/+14
Bluff +2
Climb 1/+6,
Diplomacy 4/+9
Disable Device 6/+15,
Handle Animal 1/+6,
Know- Nature 4/+7
Perception 6/+13,
Stealth 2/+10,
Survival 2/+7,
Swim 1/+6;
Racial Modifiers +2 Perception
Languages Common, Elven

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Gear:
durable arrows (40), CI arrows (40), Blunt Arrows (20), dagger, +1 DW Adaptive CLB longbow (+2), Machete, Amulet of NA +1, Ring of Protection +1, Bracers of Armor +2, Belt of DEX +2, Efficient Quiver, Headband of Mental Prowess (WIS/CHA +2), Wand of CLW (43), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, MW Thieves tools, 1007 gp

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Special Abilities:

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*Dual Minded +2 Will saves.
*Elf Blood Half-elves count as both elves and humans for any effect related to race.
*Elven Immunities - Sleep You are immune to magic sleep effects.
*Treerazors Bane: Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
*Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Monk
*Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
*Perfect Strike: 2d20, 4/day
*Unarmed Strike 1d6
*Fast Movement: +10 ft

Ranger
*Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 untyped bonus on attack and damage rolls vs the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability.*
Track +1 Add the listed bonus to survival checks made to track.
*Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
*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.+2 to diplomacy rolls for Wild Empathy
*Ranger Combat Style: Archery

Paladin
*Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
*Detect Evil (Sp): A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
*Smite Evil (Su): CHA bonus to hit, Paladin level to damage, CHA bonus to deflection. +2 to hit/+2 to damage/+2 deflection. 1/day
*Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
*Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action., 1d6 3/day


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Planned Progression:

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1-Ranger
2-Ranger
3-Monk Zen Archer
4-Monk
5-Paladin- Divine Hunter
6- Paladin
7 to 12- Monk

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Magic Items Placement:

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Head:
Headband:Headband WIS/CHA +2
Shoulders:
Torso:
Chest:
Hands:
Wrists: Bracers of Armor +2
Ring: Ring of Protection +1
Ring:
Feet:
Neck: Amulet of NA +1

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Background:

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Ryllkwynne is one of those half elves whose parentage is from two half elves. Her parents lived in Lastwall where her father was a ranger working for Crusaders the and her mother was a cleric of Erastil and a healer for the community. Ryll grew up around the woodlands and holy sermons living a life dedicated to preventing the spread of evil. When she became old enough Ryll joined the Silver Crusade as a tracker and bow-woman.

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Scenarios:

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*Frozen Fingers-
*master ff
*MM
*Veterans Vault GM
*Sewer Dragons
*Six Seconds to Midnight
*Among the Gods GM
*seal shadow VA
*House Har Wis VA
*giant slayer 1
*giant slayer 2
*Bonekeep1


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PP Spent:

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