Lirianne

Sho"yarhine Nebdhel's page

441 posts. Alias of Escharid Blackrose.


Full Name

Sho"Yarhine Nebdel

Race

Half elf

Classes/Levels

Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Gender

Female

Size

médium 6'1" 155

Age

28

Special Abilities

Ranger Focus (2/day, +2 hit&dmg), Favored terrain (Jungle), terrain Bond

Alignment

CG

Languages

Common, elf, aquan, azlant

Strength 14
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 12
Charisma 11

About Sho"yarhine Nebdhel

20 pt build Str 14 Dex 14 Con 14 Int 12 Wis 12 Cha 11 Racial bonus Dex+2

Female Half elf
Ranger (Guide, APG) 7
Religion:
Alignement CG
Init +3; Senses Low light vision; Perception +10
Favored Class: Ranger
FC bonus:+1 skill

Racial traits
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

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Defense
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AC17 , 13 touch ,15 flat-footed (+5 Armor,+0 shield , +3 Dex)

hp (72)

Fort +7
Ref +8
Will +3

Defensive Abilities
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Offense
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Speed 30 base

Melee
Machete +8/+3, 1d6+2, (19;*2, T)
Morningstar +8/3, 1d8+2

Ranged
Msw Comp (Str 14) Longbow, +11/+6, 1d8+2, range 110, Crit 20 (*3)

Special Attacks
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).
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Statistics
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Str 14 Dex 16 (+1 L4) Con 14 Int 12 Wis 12 Cha 11
Base Atk +7/+2; CMB +9; CMD 19

Feats
Deadly aim (-1 to hit, +2 dmg)
Rg2-Archery Cbt feat: Precise shot
L3: Skill focus (Survival)
Rg3: Endurance
L5: Rapid shot
Rg6: Manyshot
L7

Traits
Camp Expert Explorer: Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon. (Know Arcana)

Rel Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Skills (6 base+ 1Int+ 1FC+ 0Race=8 Total 55)
Handle animal +11 Rank 7
Heal +7 Rank 3
Know Nature+11 Rank 7
Know Arcana+8 Rank 4
Perception +10 Rank 6 (+12)
Survival +10 Rank 7 (+13)
Stealth +12 Rank 6
Swim +10 (+12) Rank 5
Climb +9 Rank 4
Know Dungeon +6 rank 2
Craft-Bow +7 Rank 3
Ride+7

Background Skills (14)
Craft Armor +6 Rank 2
Craft weapons +7 Rank3
Craft Traps +5
Know Geography+7 rank 3
Know Engineering (+5)
Craft Map +8 Rank 4

Languages (3) Common, Elf, Aquan, Azlant

Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. (3/day)

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.

Woodland stride:Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Spells (Ranger list)
L1 2/ day: Gravity bow, Marid's Touch

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Equipment & Money
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Starting Money:300
Combat Gear:
Defense: Chain shirt
Offense: Longbow, arrows, machete, morningstar, Msw comp longbow, 20 Msw arrows (range 160)
Other gear: msw Backpack, bedroll, survival kit, potion CMW

Spare money:
PP:
GP: 300-228=72
SP:
CP:

Other valuables:

Encumbrance:
0-58 none
59-116 light
117-175 heavy

Looks & Personality
Tall, strong, red headed, she stands out in a crowd. The pointy ears don't help. Dress formally if she has to go into the wild, but she can be quite "girly" in town, wearing dresses and small jewellery. She is a little bit nervous in crowds.

Background
Her father is still alive, but they are on bad terms. When she was younger, she felt into a bad crowd and had some troubles with the local law more than once, for minor stuff. When her mother died, she felt guilty because she was away for her misdemeanors, and began to redeem herself.