Player Name: Steve M.

PC Name: Kiwina

Race: Centaur

Class: Ranger (fav)

Level: 4

E-mail: grithlough@mindspring.com

Experience points: 9300

Hero points: 4

Alignment: Neutral Good

Deity: What?

Campaign: Taur Islands

Age: 15

Weight: 1485

Height: 7’9”

Base Speed: 50

 

 

Ability

Total

Score

Racial Mod.

Enhancement

Modifier

Additional Information

Strength

14

 

 

+2

 

Dexterity

14

 

 

+2

 

Constitution

16

+2

 

+3

 

Intelligence

12

-2

 

+1

 

Wisdom

16

+2

 

+3

 

Charisma

12

 

 

+1

Improved at taurnament; 4th level

 

Hit Points:

Level

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Die

10

9

9

7

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mod.

+3

+3

+3

+3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Special

+3

--

--

+1

+1

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Total

16

28

40

51

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Armor Class:

 

Total

Base

Armor

Shield

Dexterity

Deflection

Dodge

Size

Natural

Other

AC

15

10

+3

 

+2

 

 

-1

+1

 

Touch

11

10

--

--

+2

 

 

-1

--

 

Flat

13

10

+3

 

--

 

--

-1

+1

 

 

Attacks:

 

Total

Attack Bonus

Ability

Size

Other

Melee

+5

+4

+2

-1

 

Ranged

+5

+4

+2

-1

 

CMB

+7

+4

+2

+1

 

CMD

18

10+5

+2

+1

 

 

Weapon Name

BAB

Enhancement

Damage

Crit. Range

Crit. Dam

Special

Range

Longspear

+5

+1 TH only

1d8+3

x3

 

reach

 

Shortspear

+6

 +1 TH only

1d6+2

x2

 

 

20 ft.

Shortsword

+5

 +1 TH only

1d6+2

19-20/x2

 

 

 

Hoof (x2)

+5

 

1d6+2

 

 

 

 

 

Saving Throws:

 

Total Bonus

Class

Ability Modifier

Enhancement)

Other

Reflex

+6

+4

+2

 

 

Fortitude

+7

+4

+3

 

 

Will

+4

+1

+3

 

 

 

Damage reduction:                      Spell Resistance:

 

 

 

Languages:

Centaur

Tauric

Common

 

 

 

 

 

 

 

 

 

Skill Points:

Skill Name

Total

Mod / Ability

Ranks

Trained

Special

Acrobatics

+2

+2

 

 

Armor check

Appraise

+1

+1

 

 

 

Bluff

+1

+1

 

 

+2 vs. giant humanoid

Climb

+4

+2-2 (race)

1

+3

Armor check

Craft: Ships

+7

+1

3

+3

 

Diplomacy

+1

+1

 

 

 

Disable Device

---

Trained only

 

 

Armor check

Disguise

+1

+1

 

 

 

Escape Artist

+2

+2

 

 

Armor check

Fly

0

+2-2 (race)

 

 

Armor check

Handle Animal

+5

+1

1

+3

 

Heal

+10

+3

4

+3

 

Intimidate

+5

+1

1

+3

 

Know: Geography

+7

+1

3

+3

+2 on water

Know: Nature

+6

+1

2

+3

 

Know: Dungeoneer

+5

+1

1

 +3

 

Know: giant humanoids

+1

+1

 

 

+2 vs. giant humanoid, may identify untrained

Knowledge

---

Trained only

 

 

 

Knowledge

---

Trained only

 

 

 

Linguistics

---

Trained only

 

 

 

Perception

+10

+3

4

+3

+2 on water, vs. giant humanoid

Perform: Oratory

+5

+1

1

+3

 

Profession: Sailor

+10

+3

4

+3

 

Ride

+2

+2

 

 

Armor check

Sense Motive

+6

+3

3

 

+2 vs. giant humanoid

Sleight of Hand

---

Trained only

 

 

Armor check

Spellcraft

+5

+1

1

+3

 

Stealth

+2

+2-4 (race)

1

+3

Armor check; +2 on water

Survival

+12

+3+2 (race)

4

+3

+2 on water, vs. giant humanoid

Swim

+7

+2

2

+3

Armor check

Use Magic Device

---

Trained only

 

 

 

 

Feats, Features, and Abilities:

Feat

Weapon Focus: (1st level) +1 bonus on attack rolls with shortspear.

Two weapon fighting:  (ranger) May make an extra attack with his off hand.  When doing so, he takes a -4 penalty for his primary and secondary attacks, unless the off-hand weapon is light.  If the off-hand weapon is light, the penalty is -2.

Multiattack:  (3rd level) When attacking with natural weapons as secondary weapons, the penalty to hit is -2 instead of -5.

Run:  (WLA) When running, you move five times your normal speed (if wearing medium or lighter armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Class Features

Favored enemy (Nawao*): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against these creatures. Also, +2 bonus on weapon attack and damage rolls against them. May make Knowledge checks untrained to identify these creatures.

* Nawao = Ogre, humanoid (giant)

Track: +1 to skill checks made to follow tracks.

Wild empathy: Improve the initial attitude of an animal, just like a Diplomacy check to improve the attitude of a person. Rolls 1d20 + ranger level + 1 to determine the result. The animal must be within 30 feet under normal visibility conditions. Using this ability to influence a magical beast with Intelligence of 1 or 2 takes a –4 penalty on the check.

Proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Two weapon fighting:  See feat description.  Bonus feats lost in heavy armor.

Endurance: 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.

Favored Terrain:  Water

The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Spells per Day:

 

1st

2nd

3rd

4th

Class + Ability = Total

0+1 = 1

No+(1) = 0

No+(1) = 0

No+0 = 0

 

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 presented in Spell Lists. A ranger must choose and prepare his spells in advance.  His caster level is equal to his ranger level minus 3.  The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

 

1st-Level Ranger Spells:  Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I

Spirit Bond (Ex), part
 1
: The spirit ranger forms a bond with the spirits of nature themselves.  Each day, as long as he is within one of his favored terrains, the ranger can cast augury as a spell-like ability with a caster level
 equal to his ranger level.

Spirit Bond (Ex), part
 2
: The spirit ranger forms a bond with the spirits of nature themselves.  He can call upon these spirits to cast any one ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

 

Aumakua: These guardian spirits help Kiwina.

 

Kiwina comes from uncharted islands.  The character concept would have these islands loosely based on pre-colonial Hawaii, and he speaks to and takes advice from guardian spirits.  It is part of his backstory that such a spirit – in the forms of a sea turtle and frigate bird – led him from the islands where he was raised to the Taur Islands where he is now.  Kiwina’s character sheet has mentioned the aumakua (guardian spirits) since inception.

 

Spirits are generally beneficial, and there are a variety of them.  In Kiwina’s experience, the important types of spirits are the akua, kupua, and aumakua.  Kiwina is only able to talk with the aumakua, guardians whose purpose is to warn and advise people.  The aumakua talk to everyone in dreams – most people just don’t realize it.  They also provide signs at times of danger, usually in the actions of animals.  Kiwina pays close attention to the actions of sea turtles and frigate birds, the animals that have been important to his family.

 

Typically, the augury-like ability (and later, divination-like) will work by Kiwina remembering dreams from the night before and figuring out what warnings the guardian spirits had given in those dreams.  If the DM wants to throw in a warning from an animal instead, the results of the ability will still be like the spell.

 

When the aumakua are influencing events for Kiwina (i.e., casting spells), the spirit(s) occupy the same location as Kiwina, but act independently.  This means they may cast a spell at the same time that Kiwina is performing other actions.  They will typically cast the spell on the round after Kiwina asks for aid from them, which he may do under circumstances that would allow him to talk with other characters.

Racial Features

Toughness Feat:+3 hit points, +1 per die beyond 3

Low-Light Vision: Can see twice as far as humans in conditions of dim light.

Centaurs cannot make use of any footwear and do not have the Foot slot. They may, however, wear magical horse shoes. They also may not wear normal or magical pants.

Special Abilities

 

 

 

Notes:

*  Translations:

Nawao – Ogres

Aumakua – Guardian spirit, most likely an ancestor

Priest – Anyone capable of casting divine spells, especially at a higher level

 

Table: Two-Weapon Fighting Penalties

Circumstances

Primary Hand

Off Hand

Normal penalties

–6

–10

Off-hand weapon is light

–4

–8

Two-Weapon Fighting feat

–4

–4

Off-hand weapon is light and Two-Weapon Fighting feat

–2

–2

 

 

Equipment:

Item Name

Cost

Quantity

Location

Coins: GP

 

36

Belt pouch

Coins: SP

 

0

Belt pouch

Coins: CP

 

4

Belt pouch

Longspear MW

305gp

1

Carried

Shortspear MW

301gp

2

Holster

Shortsword MW

310gp

1

Scabbard

Studded Leather Armor MW

250gp

1

Worn (or stowed shipboard)

Backpack (HH+)

2000gp

1

Back

Belt pouches

2gp

2

Belt

Sling

-

1

Belt

Sling bullets

2sp

20

Belt pouch

Waterskin

1gp

1

Backpack

Lantern, hooded

7gp

1

Backpack

Rope, silk 50’

10gp

1

Backpack

Trail rations

2.5gp

5

Backpack

Oil

1sp

4

Belt pouch

Flint and steel

1gp

1

Belt pouch

Grappling hook

1gp

1

Backpack

Bedroll

1sp

1

Backpack

Block & tackle

5gp

1

Backpack

Fishing net

4gp

1

Backpack

Alchemists Fire

20gp

1

Backpack

Thunderstones

 30gp

1

Backpack

 

 

 

 

 

 

Magic Items:

Item name

Location

Charges / Uses

Anything potion, level 0

Belt pouch

1

Handy Haversack Plus 1

 

n/a

Wand of CLW (party item)

backpack

Xxxxxxxxxx

Xxxxxxxooo

Oooooooooo

Oooooooooo

Oooooooooo

WLA Badge

Worn inside armor

 n/a

 Feather token, anchor

 haversack

 1

 Feather token, fan

 haversack

 1

 Potion, bull’s strength

haversack

 1

 

 

 

 

 

 

 

 

 

 

 

 

  1.  Handy Haversack Plus – This functions as a handy haversack.  Additionally, you can reach inside and retrieve a piece of ranthom jerky (enough for one person a day), a string made of grass fiber (50 feet per day, or a leather skin of water (enough for one person a day.)

 

Magical Body Slots:

Slot

Item

Armor

 

Shield

 

Belt

 

Body: robes and vestments

 

Chest: mantles, shirts, and vests

 

Eyes: eyes, glasses, and goggles

 

Feet: boots, shoes, and slippers

 

Hands: gauntlets and gloves

 

Head: circlets, crowns, hats, helms, masks

 

Headband: headbands and phylacteries

 

Neck: amulets, brooches, necklaces, periapt, and scarabs

 

Rings (one or two)

 

Shoulders: capes and cloaks

 

Wrist: bracelets and bracers

 

 

 

 


Appearance:  Kiwina is an unimposing centaur with dark, braided hair and a deep tan.  His most distinguishing feature is a small tattoo on the front of his left shoulder, of one circle offset inside another.

 

History:

Raised on an (uncharted) island far to the west, Kiwina was visited in a dream by an aumakua (spirit or ghostly ancestor of the family).  He followed the aumakua variously in the form of a sea turtle or frigate bird to the Taur Islands.  Kiwina is now learning to fit in on Bridge Island, as he is less uncomfortable among the other taurs than he is on Centaur Isle, where he feels the centaurs find him a bit primitive.

 

While the gods of the Wold are silly gods, Kiwina recognizes the existence of spirits of varying degrees of power.  Only a few are able to have as great an effect as creating islands or new crops.  Most can only cause you to be lucky or unlucky in the areas they are associated with.  The aumakua are stronger than these, but even they only send warnings in dreams or manifest as animals to provide guidance.  Even stronger are the guild masters (kupua).

 

The taurs here are too much concerned with rules and laws.  Rules are rules, but guidelines are guidelines, and most of the "rules" in the Taur Isles are really guidelines.  Real rules are simple: don't eat in a room with women, don't touch a chief or a priest, don't take too many fish in one area or on one day, and no romance between siblings or cousins.

 


Subject: Official Permission for Steve M's Kiwina to use the APG Spirit Ranger Archetype

Date: Jun 11, 2018 9:46 AM

Dear Steve,

 

We're happy to give you the official OK to use the Pathfinder Advanced Players Guide Spirit Ranger Archetype, as soon as you reach Ranger level 4. We especially like your prior roleplay around the idea of spirits at earlier levels. Please make sure to continue that connection and to detail on your PC sheet how the archetype builds on your background.

 

Also please note the date of this permission on your PC sheet and retain this email message for future reference.

 

Congrats!

 

Cayzle, for Jerry, Hugh, and Rob.

*               Kiwina, please accept a 100 xp cleverness award for (a) realizing that “Luomi-Juova does not believe a garden is on Liontaur Isle,” as well as for (b) realizing that a Profession Sailor check was needed to learn the crucial info above -- and, sweetly, for rolling a 26 to beat the required DC25)!

Taurnament of Roses - Minotaur Isle 500xp

Taurnament of Roses - Scene Two 500xp

Taurnament of Roses - Centaur Isle 500xp

Taurnament of Roses - Shipwreck Shoals Beach Fight 400xp

Taurnament of Roses - Shoal Rose 500xp

The End is Nigh - Storm - 500xp

The End is Nigh - Fight - 700xp

Crazy Elemental - 500xp

Mad Crab Fight - 500

Gibbering Mouther - 600

Brambletaurs - 500

Sargrass Windmill -           500

Sargrass Claw and Crystal - 1000

Sargrass Power - 2000