Sharrondra

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Sharrondra
Sharrondra.jpg
Class Spell-less Ranger
Archetype Weapon & Shield (Barbarian)
Level 5
Race Human (Amazonite Tribeswoman)
Experience Points 10,000
Details
Full Name Sharrondra the Guide of the White Crows
Age 21
Alignment Neutral Good
Homeland Amazonite Swamps
Favored Class Spell-less Ranger

Background

Character Sheet

Attributes

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: 5
Hit Dice Rolls: [9:9:10:5:9]

Defenses & Attacks

Armor Class 16 • Touch 12 • Flat-Footed 13 • 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 • Reflex Save +6 • Will Save +4


Base Attack Bonus +5 • Melee Attack +7 • Ranged Attack +7 • CMB: +7 (BAB+STR)

  • SpearAttack Bonus +7 • Damage 1d8 • Crit 20/x3 • Range 20 ft • Type P

Trained Skills

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): 50 skill points

  • Acrobatics © +5 (Dex) +10
  • Climb © +4 (Str) +9
  • Handle Animal © +5 (Cha) +8
  • Heal © +1 (Wis) +7
  • Intimidate © +1 '(Cha) +4
  • 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 +2 (Int) +2
  • Perception © +5 (Wis) +11
  • Profession/Guide © +2 (Wis) +7
  • Sense Motive +1 (Wis) +4
  • Stealth © +5 (Dex) +10
  • Survival © +5 (Wis) +11 [+Z tracking]
  • Swim © +1 (Str) +6

Untrained Skills

  • 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

Proficiencies

  • Weapons: Simple & Martial Weapons
  • Armor/Shields: Light armor, Medium armor, and shields (except tower shields)

Traits, Drawbacks and Feats

Traits
  • 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.

Drawback
  • 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:
    • Enemy 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.
  • 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.
  • 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.

Feats
  • Fast Movement (Ex):
  • Fast Movement (Ex):
  • Fast Movement (Ex):
  • Fast Movement (Ex):

Racial Abilities

  • +1 Skill Point per level
  • +1 Feat at 1st level
  • +2 to any attribute at 1st level

Class Abilities

  • Sphere Casting: You can cast sphere magic as detailed in the magical abilities section below.
  • Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
    • Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
    • Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
    • Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

      The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
    • Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
  • Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
    • While the familiar is within arm's length you gain the Alertness feat.
    • You may cast spells with a target of "You" on your familiar as a touch spell.
    • You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
    • Your familiar gives you a special ability (+2 bonus on Reflex saves).
  • Ability Score Increases:
    • +1 Wisdom @ 4th level

Equipent

Item Weight Location
Dagger 1 lb Belt, left

Gallery

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