Envoy of Balance

Sela Bordwood's page

5 posts. Alias of Foxy Quickpaw.


Full Name

Sela Bordwood

Race

Samsaran

Classes/Levels

Urban Ranger/Divine Markswoman (1)

Gender

Female

Alignment

N

Deity

Calistria

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 8

About Sela Bordwood

Sela was raised by her parents Paul and Kathrine Bordwood, two farmers who made a meagre livelihood from their fields outside Trunau. The arvests were plenty and some years were good - when the crop made it to the harvest. Too often the fields burned down in another orc raid. This life ended as the family got surprised by such a raid and they couldn't get out of the farm and into the safe walls of the town. Seeing no way out her parents took their own lives with their hopeknifes. Sela also put her hopeknife at her neck, but couldn't work up the courage to kill herself. She instead smeared herself with the blood of her mother and laid down face on the ground hoping to get away. The orcs didn't care. They smashed in the windows, threw in some torches and moved on. Sela waited as long as she could and snuck out of the burning house.

The orcs made it to the walls of Trunau, but there they were defeated. The next morning, the bodies were collected and burned and life went on in Trunau. But for Sela her life as she knew it ended that day. Her hopeknife she threw away after that horrible night. She sees no hope in it since her parents died, using theirs.

Since that day she seeks revenge. Instead of worshipping Erastil, as her parents did, she devoted her life to Calistria, the Savored Sting. But she still wields the bow - the favored weapon of Erastil, that her parents gave her. She lives now inside the walls of Trunau. She takes the jobs she can get. She had jobs as a barmaid at the Ramblehouse, at the local apothecary aiding in crafting potions, doing inventory at the That ’n’ Such and at the House of Wonders counting scrolls. She really doesn't care as long as it pays her food and shelter. As long as the proprietor is no half orc. Half orc is half a murderous monster to her. Sela's goal is to become employed with the Patrol. She trains hard with Gimli Oakenshield every day, but is still lacking in the martial arts, especially in melee combat.

She looks up to Rodrik Grath, one of the Patrol captains. He is her role model of a smart and strong fighter against the cruelty that is brought upon Trunau again and again. But it is an unreachable model, as her ability to feel for others died that horrible night. She became a cynic that not many people would bear, much less like. The only exception to that is Rabus Clarenston, the owner of the bar called Killin' Ground. But that might be because Sela brings quite a share of her money here to trade it for his moonshine. So she can't tell if he laughs with her because it is business, or if he shares her dark sense of humor.

Sela III
Female Human ranger 1 Archetypes Urban Ranger, Divine Marksman
TN Medium humanoid (human)
Init +2, Senses Perception +6
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 ((1d10)+1)
Fort +3, Ref +4, Will +2

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OFFENSE
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Speed 20 ft.
Ranged composite longbow +3 (1d8/x3), within 30 ft. +4 (1d8+1)
Ranged vs. Orcs composite longbow +6 (1d8/x3), within 30 ft. +7 (1d8+3)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20), within 30 ft. +4 (1d4+1)
Special Attacks Humanoid (Orc) +2(FE) +1(trait)

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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 8,
Base Atk +1; CMB +1; CMD 13
Feats
HBF - Point-Blank Shot
DMBF - Bullseye Shot
1st - Precise Shot

Skills:
ACP -1 not included
11+2BG
3 (2+1+0) Acrobatics (Int)
4 (4+0+0) Appraise (Int)
-1 (-1+0+0) Bluff (Cha)
4 (0+1+3) Climb (Str C)
8 (4+1+3) Craft(Alchemy) (Int C)
-1 (-1+0+0) Diplomacy (Cha)
6 (2+1+3) Disable Device (Dex C)
-1 (-1+0+0) Disguise (Cha)
2 (2+0+0) Escape Artist (Dex)
2 (2+0+0) Fly (Dex)
- (-1+0+0) Handle Animal*
6 (2+1+3) Heal (Wis C)
-1 (-1+0+0) Intimidate (Cha C)
(4) (4+0+0) Knowledge(Arcana) (Int)*
8 (4+1+3) Knowledge(Dungeoneering) (Int C)*
(4) (4+0+0) Knowledge(Engineering) (Int)*
(4) (4+0+0) Knowledge(Geography) (Int C)*
(4) (4+0+0) Knowledge(History) (Int)*
8 (4+1+3) Knowledge(Local) (Int C)*
5 (4+1+0) Knowledge(Nature) (Int)*
(4) (4+0+0) Knowledge(Nobility) (Int)*
(4) (4+0+0) Knowledge(Planes) (Int)*
(4) (4+0+0) Knowledge(Religion) (Int)*
- (4+0+0) Linguistics (Int)*
6 (2+1+3) Perception(Wis C)
6 (2+1+3) Profession(Innkeeper) (Wis C)*
-1 (-1+0+0) Perform(Untrained) (Cha)
2 (2+0+0) Ride (Dex C)
2 (2+0+0) Sense Motive(Wis)
- (2+0+0) Slight of Hand(Dex)*
8 (4+1+3) Spellcraft(Int C)*
2 (2+0+0) Stealth (Dex C)
6 (2+1+3) Survival (Wis C)
7 (2+1+4) Survival (Follow or identify tracks)
4 (0+1+3) Swim (Str C)
- (-1+0+0) Use Magic Device(Cha)*

Traits Magical Knack (Psychic), Dwarf Trained
Languages Common, Dwarven, Elven, Giant, Orc
SQ bonus feat, skilled, track +1, urban ranger, wild empathy +0,
Combat Gear sunrod (4),
Other Gear composite longbow str, outfit (explorer's), studded leather, backpack, common, sack (3), mess kit, grooming kit, waterskin, arrows (20) (2), dagger, 63.5 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Humanoid (Orc) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Magical Knack (Psychic) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Psychic gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Urban Ranger At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Bullseye Shot You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.

Dwarf-Trained Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.