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Miren Brinelli - Grippli Ranger


Wondertain

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Miren Brinelli

Grippli / Ranger / Local Brigand

Backstory:
Miren Brinelli is a female Grippli bandit. Separated from her family at a young age, she was adopted by a gang of bandits known as the Fury Branchmen, where it was tradition for every member to get an animal companion. In particular, she was raised by one Grendall Brinelli, who raised her as his own daughter. Unfortunately for her and the other bandits, she was always too nice to be a bandit. She kept insisting they spare their marks rather than rob them, let alone kill them. Finally, she was sick of it. Miren ran away with her cat Oblio. But she knows just leaving is no good. So she decided to find herself a new gang (perhaps one of more agreeable ethical values) to find safety from the gang she left behind. 

Description:
In terms of physical appearance, Miren is a tiny little green frog person. She has yellow eyes, and her fingers and toes are always covered in a sticky goop. That having been said, she has a very emotive face which is easily readable. She's covered in a number of scars from small, sharp weapons.

Miren is a cheerful, happy-go-lucky frog. She's filled with a sense of optimism that just won't quit. She's not stupid, though - having spent time among bandits, she's seen the worst of humanity, and knows to keep a wide breadth of suspicious individuals. Despite all that, there's an innocence to her which is quite charming.

 

Future Plans:

Miren will go into the Beastmaster archetype. She's naturally drawn to animals and they're naturally drawn to her. As for Leadership Roles, she's most likely to go into Warden. As someone who knows the Stolen Lands and is familiar with bandit operations, she's likely to be comfortable finding ways to defend against such activity. I can also see her being a Councillor or Viceroy.

Grippli • Stickytoe Heritage • Ranger 1
Small • CG • Grippli, Humanoid
Height: 2’6" • Weight: 25 pounds
Background: Bandit

Abilities
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 10 (+0)

Boosts: Ancestry - +2 STR, +2 DEX, +2 WIS, -2 STR; Background - +2 DEX, +2 WIS; Class - +2 DEX; Free - +2 STR, +2 DEX, +2 CON, +2 WIS;


Adventuring & Combat
HP 17/17
Perception +7 • Expert 5 • Wis 2 • Item 0
Senses Low light vision
Speed 25
Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0


Armor and Shields 
AC 18 • Trained 3 • Base 10 • Dex/Cap 4 • Item 1
Trained: Unarmored, Light, Medium

Shield none

Saving Throws 
• Fortitude +6 • Expert 5 • Con 1 • Item 0
• Reflex +9 • Expert 5 • Dex 4 • Item 0
• Will +5 • Trained 3 • Wis 2 • Item 0

Skills
Acrobatics +7 • Trained
Arcana +1 • Untrained
Athletics +4 • Trained
Crafting +1 • Untrained
Deception +3 • Trained
Diplomacy +0 • Untrained
Intimidation +3 • Trained
Lore: Forest +4 • Trained
Medicine +5 • Trained
Nature +5 • Trained
Occultism +1 • Untrained
Performance +0 • Untrained
Religion +2 • Untrained
Society +1 • Untrained
Stealth +7 • Trained
Survival +5 • Trained
Thievery +4 • Untrained

 

  • ANCESTRY
    • Stickytoe Heritage
      • Your hands and feet exude a film that helps them adhere to surfaces. You gain a +2 circumstance bonus to your Fortitude and Reflex DC against attempts to Disarm, Shove, or Trip you. When ascending trees, vines, and other foliage, if you roll a success on the Athletics check to Climb, you get a critical success instead.
    • Jungle Strider
      • You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
    • Hunter's Defense
      • Prerequisites: trained in Nature
        Frequency: once per hour
        Trigger: A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker.

        Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn’t take the –2 circumstance penalty against the attack.
  • BACKGROUND
    • Group Coercion
      • When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
  • CLASS
    • Hunt Prey
      • You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

        You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

        You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

    • Hunter's Edge: Flurry

      • You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

    • Animal Companion [Cat]

      • You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.

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