Arisen Sorcerer

Ukufa's page

198 posts. Alias of Black Dow.




Ranger (Divine Hunter of Wee Jas) 4 | HP: 33/33 | AC: 17/T14/FF13 | CMB: +5 CMD: 20 | F+5, R+8, W+3 | Perc +8 | Init +3 | Move: 30ft.




Wee Jas

About Ukufa


“Sickness and healing are in every heart; death and deliverance in every hand.”Orson Scott Card, Speaker for the Dead

"The figures looked more or less human. And they were engaged in religion. You could tell by the knives (it's not murder if you do it for a god).”Terry Pratchett, Small Gods

“With the knife - with the knife that men use - with the knife of the hunter, I will stoop down for my gift.”Rudyard Kipling, The Jungle Book


Female Human (Touv) Ranger (Divine Tracker of Wee Jas) 4

Lawful Neutral Medium Humanoid (Human)
Favoured Class: Ranger

Favoured Class Options:

+1 HP (selected @ Level 4)
+1 Skill Point [smaller](selected @ Levels 1-3)
++1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.


Speed: 30ft.
Init: +3
Senses: Perception +8
Spell-like Abilities 1/Day (CL1): Detect Magic, Light & Prestidigitation.


AC 17 (10 Base, +4 DEX, +3 MW Hide Shirt Armour)
Touch AC 14 (10 Base, +4 DEX)
Flat Footed AC 13 (10 Base, +3 MW Hide Shirt Armour)

HP 33 (3d10HD [29] +3 CON +1 Favoured Class)

SAVES*: Fort** +5 Ref +8 Will +3

* +2 trait bonus on saving throws against death effects
** +2 bonus on Fortitude saves to resist warm or hot weather (Clothing, Warm Weather)

CMD: 20 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)


BAB +4
Melee: +1 Dagger +9* Damage: 1d4P&S+3 [19-20/x2] or Sawback Machete +6 Damage: 1d6S+2 [19-20/x2]
Melee (2WF): +1 Dagger +7* Damage: 1d4P&S+3 [19-20/x2] & Penkus' MW Dagger +7* Damage: 1d4+2P&S [19-20/x2]
Ranged: +1 Dagger +10*/** Damage: 1d4P&S+4** [19-20/x2] Range: 10ft. or Cold Iron Chakram +8** Damage: 1d8S+3** [x2] 30ft. or Blowgun +8** Damage: 1d2P+3** Range: 20ft.
Touch Attack: +5
Ranged Touch Attack: +8
CMB: +6 (BAB+STRMod+SizeMod)
Favoured Enemy Humanoid (Humans): +2 bonus on weapon attack and damage rolls against them.

* +1 bonus on all attack rolls.
** +1 feat bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.


STATS: STR 15 (+2); DEX 18 (+4); CON 13 (+1); INT 13 (+1); WIS 14 (+2); CHA 12 (+1)

Rolls (2d7+4 x6):

2d7 + 4 ⇒ (5, 5) + 4 = 14 (Wis)
2d7 + 4 ⇒ (7, 4) + 4 = 15 (Dex)
2d7 + 4 ⇒ (4, 5) + 4 = 13 (Con)
2d7 + 4 ⇒ (7, 1) + 4 = 12 (Cha)
2d7 + 4 ⇒ (2, 7) + 4 = 13 (Int)
2d7 + 4 ⇒ (5, 6) + 4 = 15 (Str)

+2 Racial Bonus to DEX



Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (DEX chosen)
Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.



Weapon and Armour Proficiency: A ranger is proficient with all simple and martial weapons and with light armour, medium armour, and shields (except tower shields).

Favoured Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Humanoid (Human) selected.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

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

Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue.

The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Two-Weapon Combat Fighting Style selected.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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 selected: Underground (caves and dungeons)


Favoured Weapon: A divine tracker gains proficiency with his deity’s favored weapon, in addition to the ranger’s normal weapon proficiencies.

This ability replaces wild empathy.

GMF SAVAGE TIDE AP HOUSE RULE: If ranger is already proficient with favoured weapon, they gain Weapon Focus feat with that weapon.

Blessings (Su): At 4th level, a divine tracker forms a close bond with his deity’s ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.

This ability replaces hunter’s bond.


Death Domain - From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.

Law Domain - Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.



Point Blank Shot [Combat] (1st Level Character Feat): You are especially accurate when making ranged attacks against close targets.

BENEFIT: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Additional Traits [General] (Racial Bonus Feat): You have more traits than normal.

BENEFIT: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Knack for Magic [General] (Sasserine Noble District Bonus Feat): Magic is not that mysterious to you, and its gifts have made your life a little easier.

BENEFIT: You get a +2 bonus on Spellcraft skill checks. In addition, you have an innate talent for magic, granting you the following spell-like abilities as a 1st-level caster: 1/day—detect magic, light, and prestidigitation.

Weapon Focus - Dagger [Combat] (Bonus Class Feat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

PREREQUISITES: Proficiency with selected weapon, base attack bonus +1.
BENEFIT: You gain a +1 bonus on all attack rolls you make using the selected weapon.
SPECIAL: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Two-Weapon Fighting [Combat] (2nd Level Combat Style Feat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

BENEFIT: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Double Slice [Combat] (3rd Level Advancement Feat): Your off-hand weapon while dual-wielding strikes with greater power.

PREREQUISITE: Dex 15, Two-Weapon Fighting.

BENEFIT: Add your Strength bonus to damage rolls made with your off-hand weapon.

Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.


Child of the Temple (Faith): You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith.
BENEFIT: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Magic is Life (Religion): Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death.
BENEFIT: As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.


Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Knowledge (Religion) gained from trait.

Skill Ranks per Level: 7 (6+1) Adventuring Skill (AS) & 2 Background Skill (BS).

Climb +7: 2 AS Ranks; +2 STR; +3 Class
Knowledge (Dungeoneering) +6 (+8*): 2 AS Rank; +1 INT; +3 Class
Knowledge (Geography) +7 (+9*): 3 BS Ranks; +1 INT; +3 Class
Knowledge (Nature) +7 (+9*): 3 AS Ranks; +1 INT; +3 Class
Knowledge (Nobility) +5 (+7*): 2 BS Ranks; +1 INT; +1 Trait
Knowledge (Religion) +8 (+10*): 3 AS Ranks; +1 INT; +3 Class, +1 Trait
Perception +8 (+10*): 3 AS Ranks; +2 WIS: +3 Class
Sense Motive +4 (+6*): 2 AS Ranks; +2 WIS
Spellcraft +8: 2 AS Ranks; +1 INT; +3 Class; +2 Feat
Stealth +11: 3 AS Ranks; +3 DEX; +3 Class, +2 Race
Survival +10 (+11*): 3 AS Ranks; +2 WIS; +3 Class, +2 Race **
Swim +7: 2 AS Ranks; +2 STR; +3 Class

* +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humanoid (Human) Favoured Enemy. May attempt Knowledge checks to identify Humans untrained.
** Machete: +1 circumstance bonus on Survival checks to get along in the wild.


Common, Touv



Combat Gear: Sawback Machete; +1 Dagger; Penkus' MW Dagger; Dagger (Alchemical Silver); Dagger (Cold Iron); Cold Iron Chakram, Blowgun & 10 Blowgun Darts; MW Hide Shirt.

Other Gear: MW Backpack, Common (Holding): Hammock; Blanket; Whetstone; Trail Rations (1 week); Map/Scroll Case; Outfit, Hot Weather; Wooden Holy Symbol of Wee Jas; Flint & Steel; Bandolier; Canteen; Belt Pouch; Soap; Sack; Cooking Pot.

Encumbrance: 49.0lbs [LIGHT LOAD: 0-76lbs.*] *MW Backpack: treat your Strength score as +1 higher than normal when calculating your carrying capacity.


Platinum Pieces:
Gold Pieces: 608
Electrum Pieces:
Silver Pieces: 28
Copper Pieces: 37
Treasure: 10GP worth of jewellery (worn).
Tithe Paid: 50GP; 350GP Statue of Succubus;



Height: 5'5" Weight: 117lbs.

Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.



Feats: Beast Hunter, Jungle Survivalist

4th Level: Ranger (Divine Hunter) 4
5th Level: Ranger (Divine Hunter) 5