Female Demon-Spawn Tiefling Ranger 2
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d10+2)
Fort +4, Ref +6, Will +1
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
. . longsword +4 (1d8+2/19-20)
Ranged masterwork composite longbow +6 (1d8+2/×3)
Special Attacks favored enemy (humans +2)
. . 1/day—shatter (DC 13)
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot
Traits affable, brigand
Skills Diplomacy +6 (+8 to gather information.), Heal +6, Intimidate +6, Knowledge (geography) +4 (+6 vs. humans), Knowledge (nature) +4 (+6 vs. humans), Perception +8 (+10 vs. humans), Stealth +7, Survival +6 (+8 vs. humans, +7 to track); Racial Modifiers brigand
Languages Abyssal, Common
SQ combat styles (archery), prehensile tail, track, wild empathy +3
Other Gear masterwork chain shirt, arrows (40), dagger, longsword, masterwork composite longbow, backpack, masterwork, bedroll, blanket, explorer's outfit, flint and steel, holy symbol, silver, trail rations (2), waterskin, 42 GP, 4 SP
Affable +2 on Diplomacy to gather information and do so in half time.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Elaina Tirel was born to a merchant and his young wife while he was trying to secure trade agreements in the River Kingdoms. When it turned out the child was not human, but one of the Pitborn, he was consumed by both rage and humiliation. In his fit of madness, he strangled his wife and would have killed his newborn daughter as well. Luck was with the babe, and the midwife managed to persuade the merchant to leave her in an orphanage there in the town they were in. The man agreed, giving the girl her name before leaving her to her fate.
The orphanage took her in, with a considerable weight of coin. How she survived until she could look after herself is either a miracle, or a curse. Once she was deemed old enough, she was given chores around the orphanage, and often beaten whether she had done something wrong or not. She was beginning to fall to her nature when fortune again smiled on her.
A priest of Desna happened to stop by the orphanage and spend the night. The kind man noticed Elaina and how her supposed caretakers treated her. Feeling anger at how she was treated, and pity for the girl because of it, he took her under his wing. He adopted her and left to continue his travels.
Elaina learned about kindness, joy, and love during that time. The priest showed her the value of such things, and even though a large part of her wanted nothing more than to rob him blind and leave him, curiosity kept her at his side. Watching, learning, and growing.
Once she had passed fourteen winters, fate was once again unkind. The caravan that the priest had joined on their way to Rostland was ambushed and he was killed. Despite her heritage, the bandits kept her alive. She was blooming into a beautiful young woman, and tiefling or not, a woman was a woman. Too bad she was just a little too young.
Five years passed and combination of intimidation, cunning, and more than a little luck had left Elaina untouched. She had become skilled with a bow and took up the sword for those times she was caught at he front of a fight. Skills the bandits put to use, much to her shame. Late one spring night, the bandits setup to ambush a caravan that was rumored to not only be carrying piles of gold, but the scion of one of the noble houses. The opportunity was too good, despite the warning that it was likely a trap.
A trap it proved to be and most of the bandits were killed. Elaina was only spared because she ducked and hid in the tall grass to the side of the path when a group of mercenaries hired to eradicate the bandits struck. They dragged her out and clapped her in irons after the fight. The woman was certain it was over.
But fate would once again intervene. She was given a choice. Rid the Stolen Lands of bandits and prepare it to be reclaimed or die at the end of a hangman's noose.
She choose to take her chances in the Stolen Lands and try to make up for the past five years.
Appearance and Personality:
Elaina is a couple inches shy of five and a half feet. Her skin is pale-white and her hair is midnight black. Red markings cover her shoulders, arms, back, legs, and tail. Eyes like blue sapphires glitter in her face. Her clothing covers most of her save her fingers and face. while her tail remains wrapped around her waist most of the time.
She accepted her nature and that she'd have to fight it long ago, and decided to revel in chaos in ways that weren't destructive. Long walks in the woods, trying new dishes, talking to strangers on the road, anything that broke the monotony of a daily routine and kept her urges in check. Laughter comes easy to her, and a smile is often present on her face.