Kiranda

Sarada's page

457 posts. Alias of Rysky.


Full Name

0

Race

Skills:
Appraise +4 Dungeoneering +3 Nobility +6 Planes +4 Stealth +6 Survival +8

Classes/Levels

Darkvison 60ft Perception +6 | Favored Enemy (Human) +2

Gender

Female Ganzi Ranger (Flamewarden) HP 14/14 | AC // CMD 15 | F 5 / R 4 / W 2 | acid, electricity, sonic resistance 5

Languages

Common, Protean

Strength 14
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 14
Charisma 12

About Sarada

APPEARANCE:
EQUIPMENT:


VITALS:

MaB +3 (+1+2STR)
RaB +3 (+1+2DEX)

AC (10+Dex)
Fort +5 (2+3CON)
Ref +4 (2+2DEX)
Will +2 (0+2WIS)

HP 14 1(10HD+3CON+1FCB)

Favored Enemy: Human +2

+2 vs Poison and Charm and Compulsion

Wealthy Dabbler - Mage Hand & Prestidigitation

CLASS:

RANGER (FLAMEWARDEN)

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.

FEATS & TRAITS:

VARIANT FEAT—NOBLE SCION
You are a member of one of the significant noble families of Oppara, whether or not you remain in good standing with your family. In many cases, these families are Imperialists loyal to Maxillar Pythareus, and as such you either are a black sheep or your family has cut you off entirely.
Prerequisites: Charisma 13 or Child of Oppara trait, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
Stavian: As a close relative of the Grand Prince, yours has been a life of material comfort and indulgence, colored by constant threats and direct influence. You gain a +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools.

Child of Oppara (Campaign)
You belong to a noble family that matters in Taldor, though as the story begins you may or may not be on good terms with your relatives. Your upbringing among the city’s well-to-do gives you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With Princess Eutropia’s efforts to provide for Taldor’s common citizens and overturn years of tradition, new lines are being quietly drawn in the sand, and you have found yourself embroiled in these intrigues whether you intended to be or not.
With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in Aroden’s View or Senate’s Hill. If you want to be a member of one of Oppara’s major noble families, you must take the Noble Scion feat at 1st level.
You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat (see the sidebar) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Wealthy Dabbler (Regional)
You study magic at one of Taldor’s many social clubs, wowing your friends with your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

Scholar of the Great Beyond (Faith)
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Hedonistic (Drawback)
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

SKILLS:

Climb (Str)
Heal (Wis)
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 1+3-1=3
Knowledge (nature) (Int)
Knowledge (planes) (Int) 1+3-1+1=4
Perception (Wis) 1+3+2=6
Ride (Dex)
Spellcraft (Int)
Stealth (Dex) 1+3+2=6
Survival (Wis) 1+3+2+2+8
Swim (Str)

Appraise 1+3-1+1=4
Artisty
Handle Animal (Cha)
Knowledge (geography) (Int)
Knowledge (Nobility) (Int) 1+3-1+1+2=6
Lore

GANZI:

+2 Constitution, +2 Charisma, –2 Intelligence: Ganzis are passionate, creative, and resilient, but they have difficulty focusing on intellectual pursuits.
Medium: Ganzis are Medium creatures and have no bonuses of penalties due to their size.
Normal Speed: Ganzis have a base speed of 30 feet.
Darkvision: Ganzis can see in the dark up to 60 feet.
Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.
Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.
Ganzi Oddity: As creatures infused with the entropic forces of the Maelstrom, all ganzis have a distinct and unusual oddity that manifests as a physical or magical ability that sets the ganzi apart. Typically, a ganzi’s oddity is chosen from the most common manifestations of entropy listed below, but other, more unique oddities can certainly exist. The numbers listed for each option can be used to randomly determine what form of ganzi oddity a particular Ganzi might have, at the GM’s option, but the quibble ability is the most common.
5–6: Prehensile Tail (Ex) Ganzis with lineages that are particularly influenced by the presence of proteans often have colorful feathers, scales, or skin, and a long serpentine tail. This tail can be used to carry items. While ganzis with this oddity cannot wield weapons with their tails, they can use their tails to retrieve small, stowed objects carried on their persons as a swift action.