<div align="center">(http://i303.photobucket.com/albums/nn135/emeraldxdreamer/Characters/2v2y692.jpg)</div><br/><strong>Name </strong>Serenee<br/><strong>Player:</strong>Shadowpale<br/><strong>Race </strong>Elf<br/><strong>Class </strong>Ranger<br/><strong>Level </strong>15<br/><strong>Alignment </strong>Chaotic Good<br/><br/><strong>Personality</strong><br/><br/>Serenee is friendly enough but guards her secrets; sharing her innerself freely with only a select few. She tends to be quiet, watching the people around her; listening and learning about them. Earn her friendship and she will be loyal, earn her wrath and she will lead you into a trap and watch you die; earn her love in whatever form and she will give her life for you. She does what she needs to in order to survive and follows no laws but her own. She mainly works on the side of good but is not above lying, cheating or stealing; killing only as needed. Serenee is not ashamed of her halfbreed status and holds no deep grudge for either the humans or elves. She is not easily trusting of either however.<br/><br/><strong>Background: </strong><br/><br/>Born the product of rape to an elven mother, Serenee learned early that life could be hard and unfair. She was marginally accepted by her mother's people until she was the human equivalent of sixteen at which point she was sent away to her father's family. There she was taken under wing by an uncle and taught the ways of a ranger, when her skills equaled his, she was sent to train under another half elf who her uncle had befriended. She has only recently set out on her own.<br/><br/><strong>Name</strong>Serenee<br/><strong>Race </strong>Elf<br/><strong>Class</strong>Ranger<br/><strong>Level</strong>15<br/><strong>Alignment </strong>Chaotic Neutral<br/><br/><div align="center"><strong>Stats</strong></div><br/><strong>Strength </strong>20 (+5)<br/><strong>Dexterity </strong>27 (+8)<br/><strong>Constitution </strong>10 (+0)<br/><strong>Intelligence</strong>14 (+2)<br/><strong>Wisdom </strong>18 (+4)<br/><strong>Charisma</strong>14 (+2)<br/><br/>Base Attack (Melee): +15/+10/+5<br/>Base Attack (Range): +15/+10/+5<br/>Damage Adjustment Melee : + 5<br/><strong>Base Attack Dual Melee Weapons:*</strong><br/><strong>(+21,+21,+17,+13)/ (+16,+16,+12,+8) / (+11,+11,+7,+3)</strong><br/><br/>With dual Brilliant Energy shortswords ...<br/><br/>BAB (+22,+22,+18,+14)/ (+17,+17,+13,+9) / (+12,+12,+8,+4)[/b] providing you hit with them all - you can connect 12 times a round ... and the damage you do each time is 1d4 + 6 (+1 sword and + 5 from strength) to small and medium creatures, 1d6 + 6 to larger ones  - if you role a 19–20 - you do double damage .. (and your opponent amour class is effectively without naked as brilliant energy moves through material things like armor and shields like they are not there. (In short, those getting on the wrong side of you would experience one a nasty little byyytch ... lol :) )<br/><br/><em>*Two weapon attacks bonus deduction: <br/>(Standard +15/+10/+5 then adjust for Two weapon modifiers with Greater two weapon fighting (-2,-2,-6,-10) then add bonus for Dex due to weapon finesse </em><br/><br/><strong>Initiative</strong>= +12 (dex bonus and the improved initiative feat)<br/><strong>Armour Class </strong>= +<strong>36</strong>**<br/><strong>Flat Foot</strong>= +28<br/><strong>Hit Points </strong>= 120 (if maxed, 90 if 75%)*<br/><br/>** [10] + 8 Dex + 4 Shield (earrings) + 5 Natural amour + 8 Bracers of armor + 1 (dodge)<br/><br/>*If armor is allowed (5/magic) and immune to critical hits<br/><br/><div align="center"><strong>Saving throws</strong></div><br/>Immune to sleep (racial)<br/><strong>Fortification</strong>9**<br/><strong>Reflex </strong>17***<br/><strong>Will </strong>9*<br/><br/>*Additional 2 when resisting enchantment effects (racial)<br/>(+4 for any checks involving endurance Due to the Endurance Feat)<br/>***Evasion (If a reflex save would normally mean you take 1/2 damage you take none)<br/><br/><div align="center"><strong>Abilities</strong></div><br/><ul class="bbc_list"><li>Proficient with all simple and martial weapons, light armour and shields</li><li>Immune to sleep</li><li>Favoured enemies (get + 2 bonus when hurting these suckers: undead, Evil Outsider, Dragon, Elemental)</li><li>Spell Casting (Cast at the power of a level 7 wizard)</li></ul><br/><div align="center"><strong>Feats</strong></div><ul class="bbc_list"><li>Track (special ability to notice and follow tracks)</li><li>Endurance (+4 for any checks involving endurance)</li><li>Woodland Stride (move at normal speed through dense forest)</li><li>Swift Tracker (Move at normal speed while tracking)</li><li>Evasion (If a reflex save would normally mean you take 1/2 damage you take none)</li><li>Camouflage (Can hide in any natural terrain)</li><li>Two-weapon Fighting </li><li>Improved Two-Weapon Fighting </li><li>Greater Two-Weapon Fighting feat</li><li>Animal Companion (wolf) “Nanook”</li></ul><br/><strong>Selected Feats</strong><br/><br/><ul class="bbc_list"><li>Dodge (+1 ac – you need this for the mobility feat)</li><li>Mobility (Can move in and out of battle in a manner that doesn’t give opponents free attacks of opportunity against you – ie you bend like a reed and move like the wind )<br/>Weapon Finesse (attacks are based on dexterity not strength, only possible with light weapons)</li><li>Improved Initiative</li></ul><br/><div align="center"><strong>Skills</strong></div><br/><strong>Non-class skills</strong><br/><br/>Perform (dance) (Cha) rank 1 (2 points) = 3<br/>Balance (Dex) rank 1 (2 points) = 9<br/>Sense Motive (Wis) rank 1 (2 points) = 5<br/>Tumble (Dex) rank 1 (2 points) = 9<br/>Escape artist (Dex) rank 1 (2 points) = 9<br/><br/><strong>Class Skills</strong><br/><br/>Wild Empathy (improve attitude of an animal) = 17 (special)<br/><br/>Craft (arrows)(Int) rank 1 (1 point) = 3<br/>Knowledge(dungeoneering) (Int) rank 1 (1 point) = 3<br/>Knowledge(geography) (Int), rank 1 (1 point) = 3<br/>Knowledge(nature) (Int), (3 points) rank 3 = 6<br/>Profession – Herbalist (Wis), (2 points) rank 2 = 6<br/>Use Rope (Dex) rank 1 (1 point) = 9<br/>Ride Horse(Dex) rank 1 (1 point) = 9<br/>Swim (Str)rank 1 (1 point) = 6<br/>Jump (Str)rank 1 (1 point) = 6<br/>Search (Int)rank 1 (1 point) = 3<br/>Climb (Str)rank 1 (1 point) = 6<br/><br/><strong>Core Class skills (what I have maxed)</strong><br/><br/>Handle Animal (wolf) (Cha) rank 15 (15 points) = 17<br/>Survival (Wis) rank 15 (15 points) = 19<br/>Spot (Wis) rank 15 (15 points) = 19<br/>Listen (Wis), rank 15 (15 points) = 18<br/>Move Silently (Dex), rank 15 (15 points) = 23<br/>Heal (Wis) rank 15 (15 points) = 19<br/>Hide (Dex) rank 15 (15 points) = 23<br/>Concentration (Con) rank 15 (15 points) = 15<br/><br/><div align="center"><strong>Spells </strong></div><br/>(these can be replenished or changed to others each time you sleep)<br/><br/>2 x 1st level<br/>Charm Animal (makes an animal your friend)<br/>Pass without trace (leaves no tracks)<br/>1 x 2nd level<br/>Cure Light wounds (1d8+7 damage healed)<br/>1 x 3rd level<br/>Neutralize Poison<br/>1 x 4th level:<br/>Cure Serious Wounds (3d8 +7 damage healed)<br/><br/><div align="center"><strong> Items </strong></div><br/>[ some numbers have not changed to reflect these items - lets address it<br/>after Eoa gives you her natural armour necklace ]<br/><br/><strong>Silent Invulnerable Leather strips of Heavy fortification </strong>(72,500 gp)<br/>Damage reduction 5/magic<br/>Immune to critical hits<br/>Silent moves (5 competence bonus on its wearer’s Move Silently checks)<br/><br/><strong>Amulet of Natural Armour + 5  </strong>(50,000 gp) ("returned" by Eoa)<br/><strong>Bracers of Armour + 8 </strong>(64,000 gp)<br/><br/><strong>+1 Composite Bow of Shock </strong>(8,000 gp)<br/>(Use your dex bonus to hit but do 1d6 (arrow) + strength bonus damage + extra 1d6 Shock damage)<br/><br/><strong>2 x +1 (twin) Short-Swords of Brilliant Energy </strong><br/>(50,310 gp each - note this plus one gives additional bonuses to hit and damage)<br/><br/>Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects.<br/><br/><strong>Ring of Invisibility </strong><br/>Greater Invisibility (At will/Constant)<br/>(you stay invisible no matter what you do)<br/><br/><strong>Earrings of Io </strong>(33 480gp)<br/><br/>Shield (Constant - + 4 AC)<br/>See invisivility (Constant)<br/>Feather Fall (at will)<br/>Tongues (Constant, Can understand and talk any language)<br/>Arcane eye (one a day)<br/>(http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsAtoB.html#arcane-eye (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsAtoB.html#arcane-eye))<br/>Arcane Sight (once a day) (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsAtoB.html#arcane-eye (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsAtoB.html#arcane-eye))<br/>Alarm (2 times a day) 720<br/><br/><strong>Efficient Quiver </strong><br/><br/>(Currently only has 60 plain arrows)<br/><br/>This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.<br/><br/><strong>Plain Dagger (on belt in sheath)</strong><br/><br/><strong>Pouch on your hip (purse)</strong><br/>10 gp<br/><br/><strong>Handy Haversack (2000 gp)</strong><br/><br/>A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.<br/><br/>While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Containing;<br/><br/><ul class="bbc_list"><li>Bedroll</li><li>Blanket, winter</li><li>2 x Metal Flasks (water) lbs</li><li>Trail Rations (3 days)</li><li>Scroll case with Ink vial, 3 quills, 20 pieces of blank parchment</li><li>Lantern, bullseye</li><li>Fishing net, 25 sq. ft.</li><li>Flint and steel</li><li>Grappling hook</li><li>Flask Oil (for your lantern 1-pint)</li><li>Rope, silk (50 ft.)</li><li>Scented Soaps (1lb.)</li><li>Masterwork Artisan’s tools (for making arrows)</li><li>Feather token, tree(A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.)</li><li>Feather token, Bird(A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message)</li><li>Feather token, Swan Boat (A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day)</li></ul><br/><div align="center"><strong>- Journal - </strong></div><br/>Really could benefit from a Dex improving item, spell resistance and saving throw improvement items.<br/><br/>