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About Surubi al'Azad KhahabaSurubi al'Azad Khahaba
{spoiler=Combat Status]
{b]Ranger Spells Prepared[/b]
Basics:
--Defense-- AC 17, 14 touch , 13 flat-footed (+4 Dex, +3 Armor) CMD 18 hp 18/22 (10+1 + 2 CON + 2 Fav Cls) Fort +4, Ref +7, Will +0 --Offense--
Speed 30 (20) ft. -- Encumbered with Sack
Statistics:
Str 14, Dex 19 (17+2), Con 13, Int 11, Wis 11, Cha 11 Languages: Common, Osiriani, Ancient Osiriani --Carrying Capacity--
Traits & Racial Features:
--Traits-- Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Frontier Forged: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild. --Racial Features (Human)--Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
Feats & Class Abilities:
--Feats-- Lvl 1 Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Lvl 1 (Human Bonus Feat) Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Lvl 2 Ranger Style Feat Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Lvl 3 Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. CURRENT:-1 atk +2 dmg Lvl 3 Ranger granted Feat Edurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. --Class Abilities--
Weapon and Armor Proficiency: A woodland skirmisher is proficient with all simple and martial weapons and with light armor.
This otherwise acts as and replaces the standard favored enemy* ability.
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.
Skills (*=ranks):
+4 Acrobatics* +0 Appraise +0 Bluff (+2 vs Undead: See Favored Enemy) +5 Climb* +0 Craft +0 Diplomacy +12 Disable Device*** (Includes the +2 from MW Tools) +1 Disguise* +3 Escape Artist +3 Fly -- Handle Animal +0 Heal +0 Intimidate +4 Knowledge (Dungeoneering)* +4(+6) Knowledge (Geography)* (+2 in Desert Terrain: See Favored Terrain) +4 Knowledge (Nature)* +1(+3) Knowledge (Religion)* (+2 ONLY TO IDENTIFY UNDEAD: See Favored Enemy) +1 Linguistics* +7(+10; +2 more vs. Undead) Perception*** (+3 in Desert Terrain: See Favored Terrain & (-Forest-) Desert Ghost; +2 vs Undead: See Favored Enemy) +0 Perform +4 Profession: Desert Guide* +3 Ride +0 Sense Motive (+2 vs Undead: See Favored Enemy) -- Sleight of Hand +4 Spellcraft* +9(+11) Stealth*** (+2 in Desert Terrain: See Favored Terrain) +6(+10;+10;+9 generic in desert; +2 more vs. Undead) Survival*** (+1 Get along in wild; Tracking; +3 to all in Desert Terrain: See Favored Terrain & (-Forest-) Desert Ghost; +2 to track Undead: See Favored Enemy) (GM Ranks) +1 Swim -- Use Magic Device Gear (55.6/58 lbs. WITHOUT SACKS OR 96.6/116 (Med Enc) WITH SACK-A OR 105.1/116 WITH BOTH SACKS (Heavy Enc)); Weights proportional from Rogue's Kit for the items with no weights listed (e.g. first waterskin).:
--Combat Gear-- 1 Hot weather gear 4 lbs 1 Studded leather armor 20 lbs 1 Masterwork Longbow 3 lbs
--Other Gear--
1 Backpack (6.11 lbs CONTAINING THE FOLLOWING):
1 Sack-A 0.5 lb (39.03 lbs CONTAINING THE FOLLOWING; DROP WHEN COMBAT STARTS/Using DEX/STR skills):
1 Sack-B 0.5 lb (10.5 lbs CONTAINING THE FOLLOWING; DROP WHEN COMBAT STARTS/Using DEX/STR skills):
--Money, Gems & Jewelery--
Appearance, Personality & Background:
--Appearance-- 17 yrs old; 5' 10"; 170 lb; olive skin that has been darkened by the sun, raven black hair, almond-shaped hazel eyes. --Personality--
--Background--
After several years of declining profits (and declining influence), her mother and brother decided that their best bet to maintain the family's status was to marry her off to a short, chubby (and in her opinion ugly) local rich merchant. She wanted nothing to do with the man ("What self-respecting woman would marry someone shorter than she is?!"), and so late at night a few days after the deal was all-but certain, she grabbed what she could carry and fled her home. That was two years ago. In her youth, Surubi had learned a bit about the family business--she started getting to go along with her father occasionally after she wasted a charge from the family business' Wand of Endure Elements--though everyone had been surprised by her ability to activate the wand (meant for use by wealthy clients only, for a mere 40g per charge!), they were unsurprised to find that she had no talent for magic when brought to a spellcaster to learn. Still, not every wealthy client could activate the wand themselves, so Surubi got to learn the ways of the desert from her father. On the not-infrequent trips she also learned how to use a bow and knife to defend herself, and how to watch out for the many dangers of the desert. After she ran away from home, she spent some time plying her family's trade in another city under an assumed name. She gained more experience while working for various adventurers as a porter, and sometimes even as a guide--always disguised as a young man. She hadn't intended to become an adventurer until after her most recent job showing a group around the desert and into Wati. The group included a tall, soft-spoken and polished paladin. The paladin, 'Gus' as he called himself, made a big impression on the young girl, and she surreptitiously followed him around once the group got into the city. After overhearing him discussing "the Pharaoh opening the tombs" and the upcoming lottery to decide which groups get to go into which tombs, she changed up her disguise a bit, went out and bought a big two-handed sword ("It's JUST LIKE his!"), and approached him asking if his group had any need of a local partner in their travels.
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