GPCFBRPGN:PCs/Blink
Blink
Informant to the skyrates. While laying low and going generally undetected for my own reasons, I overhear a lot of information. I feed this information to the skyrates, hoping that (if I can provide valueable enough information about the important families of the court) I can eventually ensure safe passage and protection for myself and my loved ones to the gnome colonies on the skylands.
File:Icon-HighDruid.svg (Positive) | File:Icon-OrcLord.svg (Negative) | File:Icon-PrinceOfShadows.svg (Conflicted)
Ranger 3
Gnome Female
Abilities Str 11 0 | Dex 17 3 | Con 12 1 | Int 12 1 | Wis 14 2 | Cha 12 1
Initiative: 6 (Dex + Level)
- Confounding (Racial Power)
- Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
- Minor Illusions (Racial Power)
- As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.
Defense
HP: 40 ([7+Con]*5) Staggered: 20
Recoveries: 8 (3d8[13]+Con[1]), 14 average
AC: 19 (14 + middle mod of Con/Dex/Wis [1/3/2] + Level)
Physical Defense: 15 (11 + middle mod of Str/Con/Dex [0/1/3] + Level)
Mental Defense: 14 (10 + middle mod of Int/Wis/Cha [1/2/1] + Level)
Disengage: +0
Basic Attacks
Melee Attack
Boom-Blade At-Will Effect: On a critical hit, all dice turn to d20's Target: One enemy Attack: +6 vs. AC Hit: 3d10 + 0 Miss: 3 |
Melee Attack
Greataxe At-Will Target: One enemy Attack: +6 vs. AC Hit: 3d10 + 0 Miss: 3 |
Melee Attack
Warhammer At-Will Target: One enemy Attack: +6 vs. AC Hit: 3d8 + 0 Miss: 3 |
Melee Attack
Dagger At-Will Target: One enemy Attack: +6 vs. AC Hit: 3d4 + 0 Miss: 3 Ranged Attack
Dagger At-Will Target: One nearby enemy Attack: +6 vs. AC Hit: 3d4 + 3 Miss: 3 |
Ranged Attack
Longbow At-Will Target: One nearby or far away enemy Attack: +6 vs. AC Hit: 3d8 + 3 Miss: 3 |
Class Talents
Favored Enemy (2)
Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, humanoid*, ooze, plant, or undead). The crit range of your ranger attacks against that type of enemy expands by 2.
- Choosing humanoid: Unlike other favored enemies, choosing humanoid as your favored enemy takes up two ranger class talent slots.
Ranger's Pet
You have a small animal or beast that accompanies you on your adventures. Use the rules from the Wizard’s Familiar talent with the following differences:
- The creature is your pet or friend instead of your familiar.
- Your pet is fully natural rather than partially magical.
- Your pet can end up with more abilities, if you choose.
- Counter-bite
- Each battle, if your companion is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 3d4 damage per level (no attack roll) to that enemy.
- Scout
- Once per day, your familiar can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your familiar to scout unseen.
Feats
Precise Shot (General): Adventurer
No chance to hit allies on fumbles.
Favored Enemy (Talent): Adventurer
You can change your favored enemies by meditating when you take a full heal-up.
Further Background (General): Adventurer
Add a total of 2 points to backgrounds you already have, or choose 2 points of new backgrounds that make sense for your character. You still can’t go over the 5-point-per-background maximum.
Backgrounds
Statistic | Bonus |
---|---|
STR | +3 |
CON | +4 |
DEX | +6 |
INT | +4 |
WIS | +5 |
CHA | +4 |
- Crafty +3
- Background history
- Gossip +3
- Background history
- Survivor +1
- Background history
- Tracker +3
- Background history
Possessions
28
Typical Arms
- Light Armor
- Greataxe
- Dagger
- Longbow
- Arrows ×15
- Warhammer
True Magic Items
- Boom-blade
- Weapon. '
- Two-handed spear.
- Critical strikes turn all die to d20's
- A mechanical spear found in ancient ruins that uses charges to activate the critical effect.
- Quiver of Consumption
- Misc. Over-analyze things
- Holds "infinite" arrows
- Create normal arrows and may turn exceptional components into special arrows.
- A quiver made of exotic hides
- Collars of Loyal Companionship
- Neck. You take on some of the personality traits of your familiar or ranger pet
- +1 to saves
- Once a day, your pet or familiar turns into a dire version of itself that used the animal companions table at one level lower than you are.
- A matching pair of collars lined with small studs and spikes.
Dire Frodo
- Action
- After Ranger
- Advantage
- Frodo gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master.
Attack | Damage | AC | PD | MD | HP |
---|---|---|---|---|---|
+7 vs AC | 2d6 | 18 | 16 | 12 | 38 |
Consumables
- Boom-blade Charges ×4
- Adventurer Oil (choose one when used)
- Weapon: Non-magic item gains +1 to hit and damage for a combat
- Armor: +1 AC to non-magic armor for a combat.
- Lethal Strike Arrows ×3
- +1 Critical Range
- +1d10 damage
- Bleeding Arrows ×2
- Hits cause 5 bleeding damage
- Poison Arrows ×3
- All of the arrow damage is poison damage
- Vial of Acid
- 15 ongoing poison damage
Gear
- Woolen Blanket (+1 saves vs cold)
- Polished Bones
- Crowbar
- Orc safe passage totem
- Locked Scroll Case
- School Uniform
- Training Wand
- Stolen Wizardly school books