Full Name |
Túrante Poicellë |
Race |
Elf |
Classes/Levels |
Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7 |
Gender |
Female |
Size |
Medium |
Age |
131 |
Alignment |
Chaotic Good |
Deity |
Findeladlara, Ketephys, and Yuelral |
Languages |
Common (Taldane), Elven; Orc, Sylvan |
Occupation |
Princess, ranger |
Strength |
13 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
15 |
Wisdom |
12 |
Charisma |
13 |
About Túrante Poicellë
Túrante Poicellë
Female elf ranger (guide, trapper) 1/wizard (exploiter) 4
CG medium humanoid (elf)
Init +5; Senses Perception +11 (+12 in forest and vs. traps)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 shield, +3 Dex)
HP 35 (1d10 + 4d6, +5 Con, +4 favored class)
Fort +4 (+3 base, +1 Con), Ref +6 (+3 base, +3 Dex), Will +5 (+4 base, +1 Wis)
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Offense
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Speed 30 ft.
Melee Dueling sword +6 (1d8+1 slashing/19-20/x2)
Spells Prepared (CL 4th; concentration +6)
• 2nd (3/day)—acid arrow, glitterdust, steal breath
• 1st (4/day)—mage armor, mage armor, magic missile, magic missile
• 0 (at will)—acid splash, disrupt undead, mending, prestidigitation
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Statistics
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Str 13, Dex 16, Con 12, Int 15, Wis 12, Cha 13
Base Atk +3; CMB +4; CMD 17
Languages: Common (Taldane), Elven; Orc, Sylvan
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Feats
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Level 1
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Wizard 1
Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Level 3
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Chosen weapon: Dueling sword
Level 5
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
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Traits
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Princess (Social): You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want.
Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
Chosen Skill: Diplomacy
Warrior of Old (Race): As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on initiative checks.
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Adventuring Skills
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Total skill ranks: 24/10 (6 ranger, 8 wizard, +10 Int; 10 background)
Acrobatics +4 (1 rank, +3 Dex)
Climb +5 (1 rank, +1 Str, +3 class skill)
Diplomacy +6 (1 rank, +1 Cha, +3 class skill, +1 trait)
Disable Device +12 (5 ranks, +3 Dex, +3 class skill, +1 trapfinding)
Knowledge (arcana) +6 (1 rank, +2 Int, +3 class skill)
Knowledge (nature) +7 (1 rank, +2 Int, +3 class skill, +1 race)
• +8 in forest
Perception +11 (5 ranks, +1 Wis, +3 class skill, +2 race)
• +11 in forest and vs. traps
Ride +7 (1 rank, +3 Dex, +3 class skill)
Spellcraft +10 (5 ranks, +2 Int, +3 class skill)
Stealth +7 (1 rank, +3 Dex, +3 class skill)
Survival +6 (1 rank, +1 Wis, +3 class skill, +1 race)
• +7 in forest
Swim +5 (1 rank, +1 Str, +3 class skill)
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Background Skills
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Handle Animal +7 (3 ranks, +1 Cha, +3 class skill)
Knowledge (geography) +8 (3 ranks, +2 Int, +3 class skill)
Knowledge (nobility) +6 (2 ranks, +3 Int, +3 class skill)
Perform (dance) +3 (2 ranks, +1 Cha)
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Untrained Skills
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Bluff +1 (+1 Cha)
Heal +1 (+1 Wis)
Intimidate +2 (+1 Cha, +1 trait)
Sense Motive +1 (+1 Wis)
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Gear
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Total starting wealth: 1,000 gp
Explorer's outfit (free)
Dueling sword (20 gp, 4 lbs.)
Masterwork heavy darkwood shield (257 gp, 5 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Empty wine bottle
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Jewelry (100 gp)
• Outfit, noble's (75 gp, 10 lbs.)
• Poncho (5 sp, 2 lbs.)
• Thieves' tools, concealable (190 gp, ½ lb.)
• Trail rations, 4 days (5 sp ea., 1 lb. ea.)
• 180 gp, 9 sp
]
• Spellbook (free, wizard, 3 lbs.; 43/100 pages used)
•• 2nd—acid arrow, blindness/deafness, glitterdust, invisibility, knock, make whole, steal breath
•• 1st—detect secret doors, heightened awareness, mage armor, magic missile, protection from evil, shield, sleep, unseen servant, vanish
Cantrips—acid splash, arcane mark, bleed, breeze, dancing lights, daze, detect magic, detect poison, disrupt undead, drench, flare, ghost sound, haunted fey aspect, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, spark, touch of fatigue
Total weight carried: 44 lbs.
Carrying capacity with masterwork backpack: 58/116/175
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Special Abilities
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Elf
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. 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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Ranger (guide, trapper) 1
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).
Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Ranger's Focus: 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.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
This ability replaces favored enemy.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: 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.
Wizard (exploiter) 4
Arcane Reservoir (Su): At 1st level, the exploiter wizard gains the arcanist's arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level.
This ability replaces arcane bond.
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Reservoir: 5 (max. 7)
Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
This ability replaces arcane school.
Level 1 exploit: Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
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Backstory
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Description: Tall, thin, and willowy, Túrante fits the image that most common folk hold of elves: she is quick, beautiful, and clever. She has high, angular cheekbones, a tiny nose, and long, elegant ears that sometimes twitch or turn to underscore her expressions.
Hair: Blonde
Eyes: Green
Height: 5' 10"
Weight: 127 lbs.
Age: 131
Background: Túrante is a literal elven princess—raised in Iadara, the capital city of Kyonin, as a noble of royal peerage. Her family raised her in the elven traditionalist fashion, with a strong love of and appreciation for the forest, and an emphasis on both art and athleticism, so unlike the fictional stereotype of a princess, she is active, alert, and an experienced traveler as well as a diplomat and woman of culture.
As with any elf of station, Túrante was trained in the classical arts—woodcraft, swordplay, use of the bow, and the signs and sigils of magic. She blends these techniques seamlessly.
While the current Queen of Kyonin is quite liberal, Túrante has seen firsthand some of the difficulties with neighboring human communities. As an olive branch, she has taken on the difficult duty of traveling to work with humans in one of their turbulent settlements. The long-term goal, of course, is to establish better neighbors, eradicate monsters, and build a stronger human community that has a positive relationship with elvenkind.
Personality Traits: Around people that she doesn't know, Túrante seems shy or aloof. With people she trusts, though, she is gregarious, prone to easy laughter and charm, and generally a pleasant companion. She dearly loves the natural world, especially the forest and the small animals and birds therein, and enjoys traveling a great deal, but she is no stranger to the comforts of court.
People who expect Túrante to be a frail and retiring maiden or a coquettish tease will find that their expectations do not match the reality. As an elf, she already has a century of experience, honed by the training of her own culture, that affords her the ability to take whimsy and wonder in the world when circumstances permit, but also gives her a heart of steel when danger arises.