Bard Worshipper of Desna

Selene Huntress's page

No posts. Alias of Lumiere Dawnbringer.


Full Name

Selene "Moon child" Huntress

Race

Elf

Classes/Levels

Urban Ranger (Archery Style)

Gender

Female

Size

Medium (5 feet 5 inches 140 lbs of lean muscle)

Age

75

Alignment

neutral evil

Deity

Erastil, Gozreh

Languages

Common, Elven, Polyglot, Aquan

Occupation

Pirate, Bounty Huntress, Savage

Strength 16
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 14
Charisma 7

About Selene Huntress

Feats and Traits:

Traits;

Buccaneer's Blood; +1 to intimidate and profession sailor, +1 to infamy and disrepute

Armor Expert (Armor Check Penalty Reduced by 1)

Magical Knack (+2 to ranger caster level, to a max equal to character level)

Indomitable Faith (+1 to will)

Feats;

power attack

Race:

Standard Racial Traits

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Background:

Background

a Shipwrecked elf from a Kyonin Trading Vessel bound for Sargava, raised by a tribe of cannabilistic Mwangi Hunters, a savage of the dark jungles whom due to her enhanced photosensitivity, naturally light step, and pale skin, has earned the nickname "Moon Child." said to be blessed by the darker aspects of Erastil and Gozreh

she headed to port peril in search of other shipwrecked elves, only to end up drugged and placed upon the wormwood

Selene will have the darkvision and silent hunter alternate traits

her first favored enemy will be humans, having studied how to hunt their kin for the vast wealth their people provided

How her Tribe is viewed:

Selene's adoptive tribe are seen as the following

Cannabilistic Savages
No Better than Bandits
Traders of Looted human and animal goods
a group of bounty hunters for the appropriate price

Code of the Hunt:

the code of the hunt

a use must be found for every usable piece of your kill, even if you aren't the one to use it, bones are the general exception

the consumption of a corpse, gives you the strength of the fallen, whether foe or comerade, said strength is not allowed to go to waste

your brothers and sisters in the hunt, are to be treated as you would your own flesh and blood, respected and honored

the exception, if a hunt sibling has shown a sign of betrayal, they have denounced their bond, they are to be treated worse than your enemy, their death, is to be as gruesome as the betrayed sees fit

a punishment for a transgression, whether or not born from misunderstanding, is not a sign of betrayal, though if the transgression is unknown, it must be explained to multiple parties

honor is not in how many you kill or how well you kill, it is in revering the fallen by consuming their flesh

any spoils gained in the hunt, are to be split among all who assist in the hunt

there are 5 honorable professions, the hunter, the healer, the load bearer, the fieldshaper, and the hunting companion, one who decieves for his own benefit, is the opposite

the theft of a companion's kill, is but an illusion, even if it defies another's sense of honor, helping proactively to defeat a foe, is better than letting them risk being slain by their own foolishness. all kills are the property of the collaborating hunters

there are no leaders in the hunt, all collaborators are equal. there are a such thing as hired assistants though, these are treated however the collaborators decide, but are to be respected for their help, and compensated appropriately.

Gear:

Breastplate (+6 AC, 3 Max Dex, -4 (-3 ACP) (200GP)

Elven Curveblade (80gp) (1d10 18-20x2)

Shortbow (30gp) (1d6 20x3, 60 feet) (60 arrows)

Dagger (1d4, 19/20x2) (2gp)

Cestus (1d4, 19/20x2) (5gp)

sling (free) (1d3+2 20x2 50 feet)

club (1d6, 20x2 10 feet)

2 waterkins, 1 belt pouch, 4 days rations

masterwork thieves tools (100gp)

masterwork backpack (50gp)

50 feet of silk rope (10gp)

10 flasks of acid

1 compass

longspear (5gp) (1d8, 20x3, 10 ft reach)

leather (jaguar hide) dress (not armor) (free starting outfit)

Selene's Skils:

Armor Check Penalty -3

Intimidate (1 rank) +3 (+2 when influencing humans)

Profession (Sailor) (1 rank) +7

Disable Device (1 rank) *+7 (+9 w/ tools)

Perception (1 rank) +8 (+2 when spotting and identiying humans)

Survival (1 rank) +6 (+1 when following tracks) (+2 when tracking humans)

Climb (1 rank) *+7

Swim (1 rank) *+7

Craft (Bow/Arrows) (1 rank) +6

Diplomacy -2 (+2 when influencing humans)

Bluff -2 (+2 when decieving humans)

disguise -2 (+2 when infiltrating a human settlement)

Knowledge (untrained) +2 (+2 when identifying humans, can be done untrained regarding humans)

sense motive +2 (+2 when understanding humans)

Class Features:

Track +1

Favored Enemy (Humans) +2

Urban Ranger

Proficient with all martial weapons and medium armor

Combat Numbers:

Hit Points; 12

Armor Class; 19

Touch 13

Flat Footed 16

Fortitude +3

Reflex +5

Will +3

CMB +4

CMD 17 (+2 against sunder or disarm when wielding curve blade)

Weapon Numbers

Normal

Curveblade +4 1d10+4 18-20x2 S

Longspear +4 1d18+4 20x3 P

Club (1hand) +4 1d6+3 B

Club (2hand) +4 1d6+4 B

dagger +4 1d4+3 19/20x2 S/P

cestus +4 1d4+3 19/20x2 B/P

Shortbow +4 1d6 20x3 60 ft range P

Sling +3 1d3+2 20x2 50 ft range B

Power Swing

Curveblade +3 1d10+7 18-20x2 S

Longspear +3 1d8+7 10x3 10 ft reach P

Club (1hand) +3 1d6+5 20x2 B

Club (2hand) +3 1d6+7 20x2 B

Dagger +3 1d4+5 19/20x2 S/P

Cestus +3 1d4+5 19/20x2 B/P

+2 to attack and damage rolls against creatures with the (Human) Subtype