The second-born daughter of Kelvestra the Huntress and Jemenla the Shaman of the White Crows tribe of Amazonite barbarians, Sharrondra is descended from a proud lineage of great leaders and warriors of the Amazonite barbarian women. Her great-grandmother, Iona the Warleader volunteered, together with one hundred of her fellow tribeswomen, to help guide and lead war parties from all across Krystallos against the Invaders in the Zirconian plains and swamplands. Iona's bravery and leadership were so great that she has become an Icon of Bravery to Amazonite, specifically for Bravery in the face of overwhelming - impossible - odds. Iona's tribeswomen later buried what they could of her remains and her gear within the swamplands of Zirconia, and this has become a place of pilgrimage for the tribeswomen of Amazonite, and especially the White Crows tribe, for generations since.
Sharrondra has never been the largest, the strongest, or the swiftest of her sisters, and most definitely is not the most charismatic. But she swiftly proved herself as a young girl as one of the most naturally talented in the wilds and woodlands, possessed of great natural wisdom. When she reached the Age of Ascension, she took up a Quest to make her own pilgrimage to her great-grandmother's burial site, required to return to the tribe with proof of her visit there.
Sharrondra had to travel through the Quartz Territories, the Garnet Mountains and the Turquoise Shire just to reach the swamplands to the north of the Zirconian Commonwealth. Naturally, a big part of the secret of all this was doing so safely and alone, and it was quite the challenge. Along the way, Sharrondra encountered other travelers in need of a guide more at home within the wilderness. She found that she liked helping them, and led one set to Diamond City as requested. Thus began her reputation as a guide.
Sharrondra has returned home, with the ears to orcs she encountered and defeated, and a stone from the marker left on the grave of her great-grandmother. But having completed her Quest, she chose to return to the Zirconian Commonwealth to continue working as a guide. She has built a life doing so.
One of Sharrondra's repeat clients is Kikao Fletcher, an Obsidianu out of Diamond City who has asked for her help more than once to reach various sites. They have become friends of a sort, Kikao being one of the few who can actually get Sharrondra to enter Diamond City for more than just a few hours. Even so, the Amazonite tribeswoman has proven highly resistant to spending the night within the City, never laying herself to rest within such enclosing, civilized environs.
STR 15 (+2) • DEX 14 (+2) • CON 14 (+2) • INT 10 (+0) • WIS 16 (+3) • CHA 10 (+0)
Hit Points 52 • Initiative +2 • Speed 30 ft (land) • Stamina Points: 7
Hit Dice Rolls: [9:9:10:5:9]
Defenses & Attacks
Armor Class 17 • Touch 12 • Flat-Footed 15 • CMD 19 (BAB+STR+DEX)• Flat-Footed CMD 17
- Armor: Amazonite Leaf Armor and Masterwork Light Wooden (steel) Shield • AC Bonus +4 • Max DEX +5 • Armor Check Penalty -0 • Spell Failure 15%
Fortitude Save +6 [+7 vs. Disease] • Reflex Save +6 • Will Save +4
Base Attack Bonus +5 • Melee Attack +7 • Ranged Attack +7 • CMB: +7 (BAB+STR)
- Spear +1 of Bloodletting • Attack Bonus +9 • Damage 1d8+3 • Crit 20/x3 and bloodletting 2hp • Range 20 ft • Type P
- Shield (Light) • Attack Bonus +7 •Damage 1d4+1 • Crit 20/x2 • Range NA • Type B
6 skill ranks per level (Spell-less Ranger class), +0 per level (Intelligence), +1 per level (human race), +1 per level (preferred class bonus), +2 per level (Background), +1 per level (Cunning): 55 skill points
- Acrobatics © +5 (Dex) +12 [+2 from boots]
- Climb © +5 (Str) +12 [+2 from boots]
- Handle Animal © +5 (Cha) +8
- Heal © +1 (Wis) +7
- Intimidate © +2 '(Cha) +5
- Knowledge/Dungeoneering © +2 (Int) +5
- Knowledge/Geography © +2 (Int) +5
- Knowledge/History +2 (Int) +2
- Knowledge/Local +2 (Int) +2
- Knowledge/Nature © +5 (Int) +8
- Linguistics +3 (Int) +3
- Perception © +5 (Wis) +13
- Profession/Guide © +3 (Wis) +9
- Sense Motive +1 © (Wis) +10
- Stealth © +5 (Dex) +12 [+2 from boots]
- Survival © +5 (Wis) +12 [+14 tracking, plus terrain & enemy bonuses]
- Swim © +2 (Str) +7
- Artistry © +0 (Chr) +0
- Appraise +0 (Int) +0
- Bluff +0 (Cha) +0
- Craft © +0 (Int) +0
- Diplomacy +0 (Chr) +0
- Disable Device +0 (Dex) +2 TRAINED ONLY
- Disguise +0 (Cha) +0
- Escape Artist +0 (Dex) +2
- Fly +0 (Dex) +2
- Knowledge/Arcana +0 (Int) +0
- Knowledge/Religion +0 (Int) +0
- Lore © +0 (Int) +0
- Perform +0 (Cha) +0
- Ride © +0 (Dex) +2
- Sleight of Hand (Dex) +2 TRAINED ONLY
- Spellcraft +0 (Int) +0
- Use Magic Device +0 (Cha) +0
Languages: Amazonite, Jadenese, Zirconek, Invader
- Weapons: Simple & Martial Weapons
- Armor/Shields: Light armor, Medium armor, and shields (except tower shields)
Traits, Drawbacks and Feats
- Shield Bearer - You have survived many battles thanks to your skill with your shield. Benefit: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
- Trailblazer - Your ability to endure in the darkest jungles has earned you a reputation as a novice guide. Benefit: While traversing any wilderness, you gain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases.
- World Traveler - Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
- Superstitious - Raised around those who regarded most magic as innately dangerous, no matter the source, you cannot bring yourself to submit to magic willingly even for your own good. Effect: Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself.
Ranger Feats and Features
- Favored Enemy (Ex): At 1st level, a spell-less ranger can select a creature type from Table: Spell-less Ranger Favored Enemies. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level, a spell-less 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 a spell-less ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on Table: Spell-Less Ranger Favored Enemies. (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, these bonuses do not stack; simply use whichever bonus is higher.
- Enemy 1: Humanoid (Invader - Orcs) +4
- Enemy 2: Humanoid (Invader - Lizard men) +2
- Track (Ex): Add half the spell-less ranger's level (minimum 1) to Survival skill checks made to follow or identify tracks.
- Wild Empathy (Ex): A spell-less ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The spell-less ranger rolls 1d20 and adds his spell-less 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 spell-less ranger and the animal must be within 30 ft. 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 spell-less ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but suffers a –4 penalty on the check.
- Stealth Attack: If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. Stealth attacks are possible only when a spell-less ranger is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy.
- Combat Style Feat (Ex): At 2nd level, a spell-less ranger must select one of two combat styles to pursue: archery or two-weapon combat. His expertise in this style manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. A spell-less ranger can choose any feats from his selected combat style, even if he doesn't have the normal prerequisites. The benefits of the chosen style feats apply only when the spell-less ranger wears light, medium, or no armor. The spell-less ranger loses all benefits of his combat style feats when wearing heavy armor. Once a spell-less ranger selects a combat style, it cannot be changed.
- Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
- Endurance: The spell-less ranger gains Endurance as a bonus feat at 3rd level. 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.
- Nature's Healing (Ex): Beginning at 3rd level, a spell-less ranger's extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:
- Long-Term Care: If the spell-less ranger's Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the spell-less ranger's favored terrains.
- Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a spell-less ranger can restore an additional 1d6 hp plus 1 hp for every three spell-less ranger levels he possesses. A spell-less ranger does not need a healer's kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.
- Treat Poison: If a spell-less ranger's Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
- Treat Disease: If a spell-less ranger's Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.
- Favored Terrain (Ex: At 3rd level, a spell-less ranger may select a type of terrain from the favored terrains table. He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A spell-less ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). If a specific terrain falls into more than one category of favored terrain, these bonuses do not stack; simply use whichever bonus is higher.
- Terrain Type 1: Swamp (homeland)
- Terrain Type 2: Plains
- Hunter's Bond (Ex: At 4th level, the spell-less ranger form a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 ft. who can see or hear him. This bonus lasts for a number of rounds equal to the spell-less ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
- Ranger Talents: As a spell-less ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. Starting at 4th level, he gains one ranger talent. A spell-less ranger gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.
- Trap Finding (Ex): When in a favored terrain, you can use the Perception skill to locate traps (see rogue).
- Fast Movement (Ex): When in a favored terrain, the spell-less ranger's base speed increases by +10 ft. at 5th level.
- Weapon Focus - Spear: +1 bonus to hit with this weapon
- Alertness: +2 bonus on Perception and Sense Motive checks
- Cunning: +3 skill levels, +1 skill point per level beyond 3rd
- Additional Favored Terrain: Grants Ranger an additional Favored Terrain, with all attendant bonuses. Chosen: Plains.
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
- Ability Score Increases:
- +1 Strength @ 4th level
|Spear +1 of Bloodletting: On a successful critical hit, this +1 spear deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, she gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting spear last for 1 minute.||3 lbs||Carried, right hand|
| Cat Burglar's Boots: These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks.
Once per day as an immediate action, the wearer of cat burglar's boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse).
In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves' tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.
|2 lbs||worn, feet|
|Flint and steel: Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.||0 lbs||Belt pouch|
|Trail rations: This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling. (5 days)||5 lbs||Satchel|
|Signal horn: Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a –1 penalty.||2 lbs||Satchel|
|Waterskin: A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.||4 lbs||Satchel|
|Belt pouch: A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.||0.5 lbs||Belt, left|
|Satchel: This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.||2 lbs||Right shoulder, left hip|
|Blanket: This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.||3 lbs||satchel strap|
|Mess Kit, wooden: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood and horn. Each item has a handle or small hole, and can be tied together using the included leather cord.||1 lb||Satchel|
|Ceramic pot: Cooking pot, 1 gallon / 8 lbs contents||1 lb||Satchel|
|Dagger: A dagger has a blade that is about 1 foot in length.||1 lb||Belt, left|
|Javelin: A javelin is a thin throwing spear. (3)||6 lbs||Quiver on back|
|Leaf armor: Amazonite barbarians use alchemical compounds to treat special leaves used in crafting armor for their warriors.||20 lbs||Worn|
|Masterwork wooden shield: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it. This shield, though made of wood, is treated by the Amazonites and is as strong and hard as steel.||6 lbs||Left forearm|
|Potion Bull's Strength:(1)||0 lbs||Belt pouch|
|Potion of Cure Moderate Wounds: (2)||0 lbs||Belt pouch|
|1 vial of antiplague; 1 vial of antivenom||0 lbs||Belt pouch|
|Cash: 204gp||0 lbs||Belt pouch|
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