It took three generations to build up Greenways farm but only took one to bring it to ruin. In contrast to his thrifty and hardworking forebears, Marcus Greenways was a drunkard and a gambler ("Excelled at the former, not so good at the latter"). He and his only child, Daisy, were reduced to living in what had once been an outbuilding of the great estate owned by the family.
Sickness had taken her mother when Daisy was only ten. Sickness and worry and a hardscrabble existence. Daisy was left much on her own by then. Her dad would disappear for days at a time. She would be left to fend for herself at these times and it was then she learned to forage in the woods. It was a chance meeting with a group of adventurers that brought her into the tutelage of a ranger who taught her woodcraft and hunting. Over the years she learned much from a rotating stable of ranger and druid mentors.
One winter Daisy's father was found frozen in a ditch after a long night's drinking. She'd have thought that would be the end of a tragic story but on the day after the funeral, when she planned to close up the house and finally leave her old life behind her, she was visited by a cleric of Abadar. Her father, it seemed, had left behind a large debt to the church. And this debt, in the eyes of the law, was now hers to discharge.
Another might have fled, taking her chances that they wouldn't find her in far away lands. But Daisy had a stubborn sense of right and wrong. To her, a deal was a deal. So for some years after she has kept at it, trying to pay down what her father owed with what she earns from her hunting and hiring out as a mercenary. This has made only a slight dent in the principal. Now the church is offering her a chance to remit the total in a single go, with an opportunity to start anew. She jumps at the offer.
DAISY GREENWAYS CR 2
Female Halfling Ranger 3
NG Small Humanoid (Halfling)
Init +3; Senses Perception +8
AC 17, touch 14, flat-footed 14. . (+3 armor, +3 Dex, +1 size)
hp 28 (3d10+6)
Fort +7, Ref +7, Will +3
Spd 20 ft.
Melee Light Shield Bash +5 (1d2+1/20/x2) and
. . Club +5 (1d4+1/20/x2) and
. . Masterwork Ironwood Scimitar +6 (1d4+1/18-20/x2) and
. . Unarmed Strike +5 (1d2+1/20/x2)
Ranged Darkwood Shortbow +8 (1d4/20/x3)
Ranger Spells Known (CL 0, 5 melee touch, 7 ranged touch):
Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Athletic, Endurance, Point Blank Shot, Rapid Shot
Traits Highlander (hills or mountains), Resilient
Skills Acrobatics +6, Climb +10, Craft (Bows) +6, Diplomacy +4, Fly +5, Handle Animal +6, Heal +6, Knowledge (Nature) +4, Perception +8, Profession (hunter) +5, Stealth +12, Survival +6, Swim +8 Modifiers Highlander (hills or mountains)
Languages Common, Halfling
SQ Cold weather outfit, Enemies: Animals (+2 bonus) (Ex), Fearless, Terrains: Forest (+2 bonus) (Ex), Track +1, Wild Empathy +5 (Ex)
Combat Gear Club, Darkwood Shortbow, Darkwood Wooden Armor, Masterwork Ironwood Scimitar, Shield, Light Wooden; Other Gear Artisan's tools, masterwork: Craft (Bows), Bear Trap, Bedroll, Blanket, winter, Bucket (empty), Cold weather outfit, Fishing net, 25 sq. ft., Flint and steel, Grappling hook, Handy Haversack (20 @ 48.34 lbs), Ioun Torch, hunting knife, Pot, iron, Rope, hempen (50 ft.), Sewing needle (5), Signal Horn, Soap (per lb), String (50'), Tent, Small, Waterskin, Whetstone
Cold weather outfit +5 Fort save vs. cold weather.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals.
Fearless +2 morale bonus vs Fear saves.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +1 +1 to survival checks to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.