Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)
About Vibenia Scaeva
Max HP:111 (13d10+26) Current HP: 111 Non Lethal: Death threshold:-20
STR 14(+2) DEX 20(+5) CON 14(+2) INT 10(+0) WIS 16(+3) CHA 10(+0)
+5 to stabilize when dying.
Defense
AC:21 (22 vs ranged) (10+4 Armor, +5 Dex. +2 Ring) [+4 natural armor 10 rounds per day
Touch: 17 :
Flat footed: 17
CMD:27
DR 5/Magic vs Ranged attacks
Permanent Pass Without Trace
Armor
Arboreal armor (+1 hosteling wild wooden armor) max dex +5 ACP -1
Speed: 30 (15 when armor Barkskin activated)
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Special Abilities
1st favored enemy: (Humanoid: Humans +5) 2nd favored enemy (Fey +5), 3rd favored enemy (Undead+3)
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.
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.
Wild Empathy (Ex): +10
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.
+4/+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in these terrains.
Hunter’s Bond (Ex)
A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3. Boon Companion negates this.
Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Woodland Stride (Ex)
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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex)
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Ignore fatigue caused by hustling and forced marching.
Quarry (Ex)
At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage (Ex)
A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
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Adventuring Skills: 6+0 Int mod +FCB=7 per level
(+4 Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs Humans/ +2 vs Fey)
Acrobatics +13
Bluff 2(+6/+4)
*Climb +10
*Heal +8
*Intimidate +4
*Knowledge (Local) +11
*Knowledge (Nature) +15 (+18/+20)
*Knowledge (Dungeoneering) +15
Linguistics +1
Perception +15 (+18/+16/+14 Favored Enemy/ Favored Terrain. +20/+22 both)
*Ride +11(military saddle)
Sense motive +9 (+15/+13/+11)
*Stealth +20 (+24 Forest/+22 Urban)
*Swim +9(+4 Endurance)
*Survival +28 (+32 tracking/+34 Humans/+32 Fey or Forest/ +30 Undead or Urban)
Background Skills: 2
*Craft (Weapons) +10
*Handle Animal +15
*Profession (Huntress)+4
*Knowledge (Geography) +13 (+17 forest/ +15 urban/+13 underground)
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Spells:
3rd level 0+1/day
Venomous bolt (DC 16), Wind wall
2nd level 2+1/day
Arrow Eruption, Ashen Path, Sickening Entanglement
1st level 3+1/day
Gravity Bow, Strong Jaw, Magic fang, Abundant ammunition
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Feats:
Point blank shot, Rapid reload: Heavy crossbow(combat style), Precise Shot, Endurance, Boon Companion, Rapid shot, Deadly aim (-2 to attack/+4 to damage), Crossbow Mastery, Improved Precise shot (ignore anything but total cover or total concealment), Overwatch style (prep 2 ranged attacks w/ triggers)
Traits:
Orphaned
You grew up separated from your birth parents, and had to learn to watch out for yourself.
Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you
Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.
Racial Traits:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive 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). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Languages: Common, Sylvan
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Equipment/Gear (lbs)
Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Whetstone, 2 fishhooks, Blanket, ,healer's kit, weapons, armor
Deluxe Dungeoneering kit: two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Magical Gear Armor Arboreal armor (+1 hosteling wild wooden armor)
Arms Belt Belt of Incredible Dex +2
Chest Eyes Feet: Hands: Head: Headband Hunter's band
Neck: Rings Ring of protection +2
Shoulders: Cloak of Resistance +1
Wrists: Arrowmaster's bracers
Body Adventurer’s greatcoat:
• 10 days of trail rations and five full waterskins
• A case containing five adamantine bolts, five cold iron bolts, and two silver bolts
• A large scroll case containing a 2-foot-by-10-foot roll of paper and two sticks of charcoal
• A quiver containing five adamantine arrows, five cold iron arrows, and two silver arrows
• A 10-square-yard roll of canvas containing 10 pitons and a small hammer
• A silver badge and three bronze badges
• Bullseye lanterns (2; full and lit)
• Daggers (2)
• Disguise kit
• Healer’s kit
• Hemp ropes (2; 50-foot coil)
• Light combat-trained horse with a military saddle --->Mist
• Mirrors (2; highly polished 2-foot-by-4-foot steel mirrors)
• Noble’s outfit with jewelry worth 200 gold pieces
• Oil of bless weapon
• Oil of daylight
• Poles (2; 10-foot length)
• Potion of cure moderate wounds
• Sacks (2)
• Universal solvent
• Wand of prestidigitation (CL 1st, 5 charges)
Slotless:
Incandescent blue Ioun stone +2 Wis
Potions/Oils:
2 Potions of Speak with Animals
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Personality
Forged by a substantial amount of tragedy, Vibenia tends to be closed off to most strangers, often described as both intense and a bit foreboding, maintaining a professional detachment to those she aids as a guide. When out in the wilds or hunting with her companion, Dusk, the love of the natural world results in a calming of her nerves, an ease of being in her natural element that is utterly lacking when she finds herself in large crowds, though she has learned to navigate towns and cities better than expected.
Blessed with both the physicality and intensity of a natural predator, her quiet stoicism blankets a dichotomous combination of a peaceful communion with nature, and a seething anger, primarily directed to those that had taken the most from her.
Background
Vibenia’s life has not exactly been an easy one. A native of the Stolen Lands, the daughter of a well-regarded local hunter, and a village apothecary, she was steeped in the mysteries of the Green Faith from an early age, learning the beauty of the wilds, and the Narlmarches, and grew up exploring the wild places out in the wilderness.
The day her life would change forever, came when a group of ruthless bandits descended on her village, slaying her father, taking her mother and a few others, and leaving the girl for dead when she tried to fight.
Her hatred of bandits and those that prey upon people simply trying to eke out an existence in the Stolen Lands is unrelenting, and in the intervening years she has hunted small groups of them with ruthless efficiency.
With the rise of the Republic of the Kamelands, and the stories of heroes seeking to bring the merciless lands under some semblance of control, while respecting the natural world and the peoples within, the Ranger feels the draw to ch3eck out this new kingdom, perhaps finding a community she could be a part of, and help protect. As much as she valued her solitude, and her bond with Dusk usually was more than enough, she often felt the need for more.
Animal Companion: Dusk (wolfdog)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10
Special Qualities low-light vision, scent.
DEFENSE
AC 25 (29 vs AoO), touch 13, flat-footed 18 (+4 Dex, +10 natural, +1 Dodge)
hp 105 (11d8+33+4+10)
Fort +9, Ref +10 (evasion), Will +4 (+8 against enchantment spells and effects.)
OFFENSE
Speed 40 ft.
Melee bite +15/+10 (+20/+15 vs Human or Fey/ +18/+13 vs Undead) (1d8+7 plus 1d4 bleed) +5 vs Human or Fey/+3 vs Undead. (4 AoO per round)
STATISTICS
Str 25, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +12; CMD 26 (30 vs. trip)
Feats Skill Focus (Perception), Toughness, Mobility, Improved natural attack (bite), Tenacious hunter (+2 bonus on Perception vs stealth, +10 vs invisible. If spotted, target is flatfooted), Spring attack
Skills Acrobatics +8 (+13 jumping), Perception +11, Survival +8 (+13 scent tracking/ +18 human or Fey/+16 undead); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Link, share spells, Evasion, Ability score increase (str), Devotion, Ability score increase (str), Multi-attack, Combat reflexes
Tricks: Attack, Come, Defend, Down, Guard, Stay, Track, Flank, Heel, Protect
Shared bonuses: 1st favored enemy: (Humanoid: Humans +5) 2nd favored enemy (Fey +3)
Gear:
Dire collar (1/day enlarge for 1 minute [+2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. Bite goes to 1d10