Lady Amethyst Fleming

Status: Inactive
System: PFRPG, D&D 3.5

Amethyst is one of those characters I'd originally built in a bout of boredom who later made it into one of the games. Ironically, she was never used in her original Palladium Fantasy charsheet; instead, I redid her for a D&D 3.5 game that was ongoing. She originally didn't have a bio; it was her for her D&D incarnation that I developed a rudimentary backstory for her, but one that can fit nearly any fantasy setting without much alteration.

Amy is one of those characters I could see myself using at a later time, should I get involved in a game which could use her. In both her PFRPG and D&D incarnations, I used the Ranger class. There are some discrepancies in her physical descriptions, but the two are the same character.

PFRPG version
D&D 3.5 version


Amethyst Fleming (PFRPG Version)

OCC: Ranger
Level: 1
Exp: 0
Needed: 2,060

Gender: Female
From: Caer Glaverius, Yin-Sloth Jungles
Native Language: Southern
Age: 19
Height: 5' 3"
Weight: 100 lbs.
Eyes: Violet
Hair: Blond

Alignment: Unprincipled
Disposition:

IQ: 12
ME: 7
MA: 11
PS: 13 Lift: 260 lbs. Carry: 130 lbs.
PP: 13
PE: 14
PB: 11
Spd: 10
HP: 15
SDC: 11
PPE: 3

Money: 160 gp

OCC Skills:
Animal Husbandry: 45%
Land Navigation: 50%
Language: Southern: 98%
Language: Eastern: 55%
Language: Western: 55%
Identify Plants & Fruits: 40%
Skin & Prepare Hides: 45%
Track & Trap Animals: 40%/50%
Track Humanoids: 40%
Wilderness Survival: 50%
WP: Long Bow
WP: Small Thrown
Hand to Hand: Expert
OCC Related Skills:
Horsemanship: Exotic: Gryphon: 35%/25%
Detect Ambush: 35%
Holistic Medicine: 30%/20%
Botany: 25%
General Repair/Maintenance: 45%
Dowsing: 30%
Secondary Skills:
Carpentry: 25%
Cook: 30%
Juggling: 35%
Preserve Food: 30%
Combat Bonuses:
Attacks/Melee: 2
Rate of Fire:
w/ Bow: 2
w/ Thrown: 2
Strike:
w/ Thrown: +1
Parry:
w/ Long Bow: +1
Roll w/ Impact: +2
Pull Punch: +2
Horseback Combat Bonuses:
Initiative: 2
Rate of Fire:
w/ Bow: 2
w/ Thrown: 2
Strike:
w/ Thrown: +1
Parry: +1
w/ Long Bow: +2
Dodge: +1
Roll w/ Impact: +2
Pull Punch: +2
Damage: +1D4 SDC
Equipment:
2 sets of clothing
Hooded cape
Moccassans
Pair of solf leather gloves
Belt
Bedroll
Backpack
2 large sacks
2 small sacks
Water skin
Fishing line & hooks
2 snares
2 medium-sized jaw traps
set of skinning/tanning knives
6 ft. chain
30 ft. rope
5 wooden spies
Small mallet
small mirror
Lantern
Frying pan
Tinder box
Armor:
Studded leather
AR: 13
SDC: 38
Weapons:
Small Hatchet
Damage: 1D4 SDC

Knife
Damage: 1D6 SDC

Long Bow
Range: 660 ft.
Damage: 2D6 SDC

Boomerang
Range: 60 ft.
Damage: 1D6 Damage
Mount:
Gryphon
IQ: 5, animal
ME: 4
MA: 6
PS: 11
PP: 19
PE: 21
PB: 10
Spd: 19 (12 mph) running; 108 (74 mph) flying
HP: 61
SDC: 57
AR: 9
PPE: 60
HF: 13
Size: 4 ft. tall, 7 ft. long
Weight: 230 lbs.

Natural Abilities:
Nightvision: 120 ft.
Can see a rabbit 2 miles away
180 degree peripheral vision
Prowl: 66%
Understand Southern: 50%
Understand Western: 50%

Combat Bonuses:
Attacks/Melee: 4
Initiative: +2
Strike: +3
Parry: +2
Dodge: +3
Damage:
Restrained Claw: 1D6 SDC
Claw: 3D6 SDC
Bite: 1D6 SDC

Saving Throws:
vs. Coma/Death: +14%
vs. Magic: +5
vs. Poison: +5
all others: +2

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Lady Amethyst "Amy" Fleming (D&D 3.5 version)

Race: Human
Class: Ranger
Level: 5
XP: 10,000
Needed: 15,000

Gender: Female
From:
Age: 21
Height: 4' 10"
Weight: 120 lbs
Eyes: Green
Hair: Auburn, waist-length
Skin: Tanned
Alignment: Chaotic Good
Deity: Ehlonna

Physical Description:
Amethyst Fleming is a young woman with the look of a seasoned outdoorswoman about her. She is small, standing just under five feet tall, with green eyes and auburn hair that falls to her waist. She wears simple clothing in natural colors.
History:
Amy Fleming was born in a bustling city, a pampered younger daughter of a minor noble. All that changed one day when her family was traveling through a heavily wooded area in their coach. Without warning, the coach was set upon by a gang of highwaymen. During the scuffle, Amy fell from the coach and was knocked unconscious as it raced away.
When she woke up, she found herself alone for the first time ever. Some of the highwaymen and one of the coach guards had died during the scuffle, and Amy wound up taking some of their equipment just to survive. In the wild, she taught herself to hunt and survive, fishing in the streams and bringing down deer at range with a spear or bow.
A few years later, Amy emerged from the wild, a wolf by her side as her constant companion. Gone was the carefree girl who'd fallen off the coach; in her place was a capable young woman with the smarts to survive in the wild. Her family did not recognize her at first.

Str 15 +2
Dex 16 +3
Con 13 +1
Int 12 +1
Wis 17 +3
Cha 13 +1
HP: 8+1 + 6+1 + 5+1 + 7+1 + 5+1 = 36
AC: 10 +3 (Dex) +5 (Armor) = 18
Flatfooted: 10 +5 (Armor) = 15
Touch: 10 +3 (Dex) = 13
Speed: 30 ft
Hit Die: d8

Money:
GP: 97
SP: 3
CP: 6
Encumbrance
Light: 66 lbs
Medium: 133 lbs
Heavy: 200 lbs
Racial Abilities
Medium-Sized
Base speed 30 ft
Extra feat at First Level
4 extra skill points at first level
1 extra skill point each additional level
Class Features
Skill Points Per Level: 6 + Int Mod
First Favored Enemy: Animal (+4 to Bluff, Listen, Sense Motive, Spot, and Damage)
Wild Empathy
Combat Style: Archery (Rapid Shot)
Animal Companion: Wolf
Ranger Spells
Second Favored Enemy: Magical Beast (+2 to Bluff, Listen, Sense Motive, Spot, and Damage)
Feats
L1:
Track (Class)
Simple Weapon Proficiency (Class)
Martial Weapon Proficiency (Class)
Light Armor Proficiency (Class)
Shield Proficiencey (Class)
Point-Blank Shot
Precise Shot (Human bonus)
L2:
Rapid Shot (Class)
L3:
Endurance (Class)
Weapon Focus: Longbow

Skills:

Ranks:

Ability:
Ability
Mod:
Armor
Check
Misc
Mod

Total
Climb 8 Str +2 -- -- +10
Concentration 8 Con +1 -- -- +9
Handle Animal 8 Cha +1 -- -- +9
Hide 8 Dex +3 -1 -- +10
Knowledge (Nature) 8 Int +1 -- -- +9
Listen -- Wis +3 -- -- +3
Ride 8 Dex +3 -1 -- +10
Spot -- Wis +3 -- -- +3
Survival 8 Wis +3 -- -- +11
Swim 8 Str +2 -2 -- +8
Languages:
Common
Orc
Spells Per Day:
L1: 1
Combat Bonuses:
Base Attack: +5
Melee Attack: +5 (base) +2 (Str) = +7
Ranged Attack: +5 (base) +3 (Dex) = +8
Initiative: +3 (Dex) = +3
Fort Save: +4 (base) +2 (Con) = +6
Ref Save: +4 (base) +3 (Dex) = +7
Will Save: +1 (base) +3 (Wis) = +4
Equipment
Heward's Handy Haversack, 2,000 gp
Bedroll, 1 sp
Blanket, Winter, 5 sp
Case, Map, 1 gp
Clothing:
Boots, Riding, 1 gp
Breeches, Leather, 8 sp
Breeches, Woolen, x3, 5 sp ea.
Cloak, Wool, 5 sp
Coat, Winter, 1 gp
Dress, Average, 8 sp
Gloves, Leather, 5 sp
Hat, Broad-Rimmed, 8 gp
Hood, Wool, 8 cp
Jacket, Leather, 1 gp
Sash, Cotton, 2 sp
Shirt, Cotton, x5, 1 sp ea.
Shoes, Leather, 3 sp
Sandals, 2 sp
Suspenders, 8 cp
Tunics, Cotton, x3, 5 sp ea.
Vest, Leather, 3 sp
Fishing Net, 25 sq ft, 4 gp
Fishing Tackle, 20 gp
Grappling Hook, 1 gp
Lantern, Hooded, 7 gp
Mess Kit, 6 cp
Mirror, Small Steel, 10 gp
Oil, 1 pt flask, x10, 1 sp ea
Pot, Iron, 5 sp
Rope, Hemp, 50 ft, 1 gp
Saw, Folding, 2 gp
Tent, One Person, 5 gp
Whetstone, 2 cp
Pouch, Belt, 1 gp
Flint & Steel, 1 gp
Snow Goggles, 2 gp
Twine, Roll, 50 ft, 1 sp
Efficient Quiver, 1,800 gp
60 arrows, 3 gp
18 javelins, 18 gp
Spear, 2 gp
Wand of Cure Light Wounds (Happystick), 750 gp
Waterskin, 1 gp
Armor
+1 Chain Shirt
AC Bonus: +5
Max Dex: +4
Armor Check: -1
Cost: 1,250 gp
Weapons:
+1 Mighty (+2) Composite Longbow
Damage: 1d8+3 piercing
Crit: 20/x3
Range Inc: 110 ft
Attack: +10
Weight: 3 lbs
Ammo: 60 arrows
Cost: 2,600 gp

MW Longsword
Damage: 1d8+2 slashing
Crit: 19-20/x2
Attack: +8
Weight: 4 lbs
Cost: 315 gp

Javelin, x18
Damage: 1d6+2 piercing
Crit: 20/x2
Range Inc: 30 ft.
Attack: +8
Weight: 2 lbs
Cost: 1 gp each

Spear
Damage: 1d8+2 piercing
Crit: 20/x3
Range Inc: 20 ft.
Attack: +7 melee, +8 ranged
Weight: 2 lbs
Cost: 2 gp

Knife
Damage: 1d4+2 piercing or slashing
Crit: 19-20/x2
Range Inc: 10 ft
Attack: +7 melee, +8 ranged
Weight: 1 lbs
Cost: 2 gp
Mount
Slepnir, Light Horse, 75 gp
Riding Saddle, 10 gp
Bit & Bridle, 1 gp
HP: 19
Initiative: +1
Speed: 60 ft
AC: 13 (-1 Size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1)
Full Attack: 2 hooves -2 melee (1d4+1)
Space/Reach: 10 ft/5 ft
Special Attacks: --
Special Qualities: Low-Light Vision; Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Animal Companion
Fenrir, Wolf
HP: 18
Initiative: +2
Speed: 50 ft
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-Light Vision; Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
Feats: Track, Weapon Focus (Bite)
Environment: Temperate Forests
Animal Companion Traits: Link; Share Spells
Tricks: Attack, Down (bonus)

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