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About UnyaBasics:
Ranger 1 NG Medium humanoid (catfolk, humanoid) - 17 years old, 4'9", 99 lbs, dark gray fur with darker spots, pale blue eyes Senses normal vision, low-light vision, scent (imprecise) 30' Perception +7 (expert prof +4, level +1, Wis +2) Languages common, amurrun ~~~~~
Defense:
HP 19 AC 18 (base 10, armor +1, trained prof +2, level +1, Dex +4 ) Fort +6 (E +4, level +1, Con +1) Ref +9 (E +4, level +1, Dex +4) Will +5 (T +2, level +1, Wis +2) Cats Luck
Land on Your Feet
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Offense:
Speed 25' {A} Dagger +7/+3/-1 (1d4 PS) versatile S, agile, thrown (30'), finesse (T +2, level +1, Dex +4) {A} Unarmed +7/+3/-1 (1d4 B) agile, finesse, nonlethal, unarmed (T +2, level +1, Dex +4) {A} Kukri +7/+3/-1 (1d6 S) trip, agile, finesse (T +2, level +1, Dex +4) {A} Shortbow +7/+2/-3 (1d6 P) deadly d10 (T +2, level +1, Dex +4) Agile
Finesse
Nonlethal
Unarmed
Versatile
Trip
Deadly
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Statistics:
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2) ~~~~~
Ancestry - Amurrun (Catfolk):
Ethnicity: Sethurril
Level 1 Hit Points: 8 Size: Medium Movement: 25' Ability Boosts
Languages: Common, Amurrun + Int modifier Heritage: Hunting Cat - Scent (imprecise) 30'
In addition, you gain a +2 circumstance bonus to Track a creature or object if you’ve smelled it before. Land on Your Feet
Ancestry Feat: Cat's Luck ~~~~~
Background - Family Sponsored:
Several members of your family have studied at the Magaambya, although not all of them have graduated as lore-speakers (or even advanced past initiates to become attendants). Your family has decided that you’re an excellent candidate to join their ranks. Although lore-speakers of the Magaambya know they are supported by the strength of thousands of graduates who have come before them, you can take the smaller, more personal comfort in the support of your family. Academic Branch Uzunjati
Your recommended primary branch is the Uzunjati Ability Boosts:
Trained Skills:
Feat: Hobnobber ~~~~~
Class - Ranger:
Hit Points: 10 + Con modifier Primary Ability: Dexterity Basics
Skills
Offense
Defense
Ability DCs
Warden Spells
Your warden spells are primal spells. When you first gain a warden spell, you become trained in primal spell attacks and spell DCs. Your spellcasting ability is Wisdom. Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 FP. The full rules for focus spells appear here. Hunt Prey
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter's Edge Flurry
Feat Twin Takedown ~~~~~
Flourish
Open
Press
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) ~~~~~
Feats:
Level 1 Cat's Luck (Ancestry)
Hobnobber (General, Skill)
{A} Twin Takedown (Ranger) - Flourish
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Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +7 (Dex +4 - T)
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Gear:
leather armor
belt pouch
}
Appearance:
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History:
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Macros:
[dice={A} Unarmed Attack]1d20+7[/dice]
[dice={A} Dagger Attack]1d20+7[/dice]
[dice={A} Shortbow Attack]1d20+7[/dice]
[dice={A} Kukri Attack]1d20+7[/dice]
[dice={A} Kukri Flurry Attack vs Prey]1d20+7[/dice]
[dice={A} Kukri Twin Takedown - Flurry Attack vs Prey]1d20+7[/dice]
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