Ganyavesha

Myriana Bayden's page

2,006 posts. Alias of gmr808.


Full Name

Myriana Bayden

Race

Human

Classes/Levels

Ranger

Location

Fort Rannick

Languages

Taldan, Sylvan, Elven, Varisian,Tian, Halfling, Skald

Strength 10
Dexterity 20
Constitution 10
Intelligence 16
Wisdom 11
Charisma 14

About Myriana Bayden

Background:
The last living moments of Lamatar Bayden
Ice cold manacles adhered to the once warmly pumping blood of his wounds. His bones were cracked. He could no longer stand, no longer hold a weapon. Old dried blood spattered anew with fresh red droplets, his eyes frozen shut. He no longer felt the pain. Nothing they could do could hurt him more than they already had. “Myriana, my beautiful Myriana. She who had ‘blinded the moon as it spied her dancing on the tarn.’ “ She caught them half way up Hook Mountain and tore into them with a ferocity that left half their members as cooling corpses. She had tried to save him, and failed. They forced him to watch as they tore the limbs from her body…his eyes no longer saw by the time her screams eventually came to an end. They had draped her steaming entrails around his neck and laughed in amusement. His life had gone long before the final breath escaped his lips…and at last, when this finally came to pass, did his icicle crowned head once again look up and his hoary visage again rose anew…in service to the unlife.

Waking up in WhiteWillow
Lights danced across the sedge. Perhaps fireflies playing tag; giving form to the still-twisted brush rising up from the bog.
A sound, something that did not belong. My eyes popped open, still blurry from sleep. Something sharp dug lightly into my neck. “Dead again, are you not?” Her voice is light, laughing, playful, but I understand her meaning. If she had been an enemy, I would not have survived. The stick moves from my throat and I get my hands under me, sit up and turn my head to the left looking at her grinning ruefully. “Hi, Shae. Sorry ‘bout that. … … So, how’d you find me?” Her eyes dance, “Oh, I had a feeling you’d be here. Your fathers may not have figured out where you disappear too, but I’ve made a habit of knowing my little sister.” Her brow furrows slightly and her expression hardens, “I think I have something for you to check up on for me. Are you ready to cast off your training wheels and cut your teeth out in the real world?”

Myriana Bayden
Age: 17
Height: 5’ 4”
Weight: 110lbs
Eyes: brilliant blue
Hair: glistening ebony, just above waist length, with visible blue tints in sunlight
Her skin is lightly bronzed. She is perhaps unhealthily slim with ears that are slightly more pointed than normal.
She was orphaned nearly from birth and has been raised near and around Fort Rannick by the last two surviving members from the fall of the keep during the Hook Mountain Massacre. Jackadros, one of them became the new leader, recognized by Magnimar, and was able to re-establish the Order of the Black Arrow.

Stat Block:
MYRIANA BAYDEN
Female Human (Varisian) Ranger (Trapper) 10
NG Medium Humanoid (Human)
Init +5; Senses Perception +13
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 13. . (+2 armor, +1 nat.armor, +5 Dex)
hp 59 (10d10)
Fort +7, Ref +14, Will +3 Modifiers +2 Reflex included (Younger Sibling). +2 all saves(morale) in Wilderness, +3 all saves(morale) in Forests (Younger Sibling)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Scarf, Bladed +11/6(+15-4exotic) (1d6/20/x2),Light Mace +15/10(1d6/20/x2), Masterwork Dagger +16/11 (1d4/19-20x2,p/s)
Ranged +1(incl)Composite Longbow of Seeking +18/13(1d8+1/20/x3)
Combat Modifier: Point Blank Shot(+1 to hit/damage w/in 30'), Deadly Aim(-3 to hit/+6 damage), Pinpoint Targeting(single shot/no move-no armor, no shield, no natural armor), Precise Shot(no penalty for firing into melee), Improved Precise Shot(no cover or concealment unless total), Weapon Focus(+1 composite longbow, included)
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 10, Int 16, Wis 11, Cha 14
Base Atk +10; CMB +10; CMD 25
Feats Point Blank Shot, Weapon Finesse, Combat Style: Precise Shot, Rapid Shot, Endurance, Deadly Aim, CSF:Improved Precise Shot, Clustered Shots, Weapon Focus (composite longbow), CSF: Pinpoint Targeting
Traits Charming-do not use, Younger Sibling: Shalelu
Languages Taldane, Elven, Sylvan, Varisian, Tian, Halfling, Skald
SQ Enemies: Human (+4 bonus), Outsider(Native +4 bonus), Undead (+2 bonus), Favored Terrain: Cold +4, Forest +2, Tracking +5, Trapfinding +5, Wild Empathy +12 (Ex), Woodland Stride, Evasion

--------------------
SPECIAL ABILITIES
--------------------
Clustered Shots: Total damage from full round attack before applying DR
Deadly Aim: -3 to hit/+6 damage
Endurance: +4 bonus: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Evasion: When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Favored Enemies: Human(+4 bonus), Outsider(Evil - +4 bonus), Undead(+2 bonus) (Ex) Bluff, Knowledge, perception, Sense Motive, Survival, to hit/damage
Favored Terrain: Cold(+4), Forest(+2) (Ex) (initiative, Know:Geography, Perception, Stealth, and Survival) cannot be tracked unless so chooses
Pinpoint Targeting As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot no penalty to shoot into melee combat
Improved Precise Shot target gets no cover or concealment except/unless total
Rapid Shot extra shot at -2 to all
Tracking +5 bonus to survival checks to track.
Trapfinding +5 bonus to find traps or disable device.
Weapon Finesse light weapons can use dex instead of str to hit.
Weapon Focus +1 to hit w/composite longbows
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move thru any undergrowth at normal speed and no damage

Traps: #uses:5, Extraordinary: -2 DC, 1day/lvl, Supernatural: 1hr/lvl
Alarm Trap
Exploding Trap: Effect A ranger can only add this to a fire trap. The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 5 (Reflex DC15 negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist's fire when setting the trap.
Fire Trap: Ref DC:15 negates, damage: 1d6+5; Effect The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist's fire when setting the trap.
Snare Trap: Ref DC:15, Escape Artist DC:15, Strength DC:25, hp:5 The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap's DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger's level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger's trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger's option, if there is a tall object or structure nearby, she can have the trap lift the creature.

Launch Trap: At 10th level, a trapper can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

Traits:
GM's choice, do not intend to mention-Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Younger Sibling: Shalelu +2 trait bonus to Reflex saves, +2 morale bonus to all saves in Wilderness, +3 morale bonus to all saves in Forests

Skills:

Skills Acrobatics +15, Appraise +3, Bluff +8(+1 relationship incl, +1 if attracted not included), Climb +6, Craft (boyer/fletcher) +10(masterwork tools +2 included), Craft (wood working) +9(masterwork tools +2 included), Diplomacy +13(+1 relationship incl, +1 more if attracted), Disable Device +28(+5 Trapper, +2 masterwork tools, +5 Goggles of Minute Seeing, included), Disguise +8(+1 relationship incl, +2 disguise kit included), Escape Artist +5, Fly +5, Handle Animal +9(+1 relationship incl), Heal +4, Intimidate +3(+1 relationship incl), Knowledge: Architecture/Engineering +4, Dungeon +7, Geography +7, History +4, Local +4, Nature +7, Religion +4(+2 more vs Undead), Linguistics +6, Perception +13(+5 more vs traps), Perform: Dance +13(+1 relationship incl), Profession: Chef +4, Ride +9, Sense Motive +10, Sleight of Hand +6, Stealth +23(Shokozu of the Night Wind+5incl), Survival +13(+4 tracking not included), Swim +4 Skill Modifiers +5 tracking (Survival), +5 trapfinding (Perception to find traps/Disable Device); Charming (+1 Bluff/Diplomacy vs those who could be attracted to her); Relationship Bonus: +1 to all charisma based skill checks; Favored Enemy: Human +4, Outsider(evil) +4, Undead +2 not included; Favored Terrain: Cold(+4), Forest(+2) (Ex)[/b] (initiative, Know:Geography, Perception, Stealth, and Survival) cannot be tracked unless so chooses

Equipment:

If leaving wagons:
On Person:
Efficient Quiver, 2 lbs
+1 Composite Longbow of Seeking 3 lbs (quiver or held)
longbow
wand of Flame Arrow, 4 charges
1 lesser construct slaying arrow
7 mwk cold iron arrows
27 arrows
16 blunt arrows
0 thistle arrows with dose of Blue Whinnis poison
1 arrow with dose of Blue Whinnis poison
5 flight arrows
2 grappler arrows
1 light mace
1 Everburning torch

Belt of Incredible Dexterity
Boots of the Winterlands
ring of Sustenance
Shikozu of the Night Wind
Bracers of Archery, Lesser
Claws of the Ice Bear
Goggles of Minute Seeing
bladed scarf 1 lb
2 spring loaded wrist sheaths
masterwork dagger 1 lb
silent whistle
long hairpin w/ Red Pearl
silver comb hair ornament: woven vines of polished silver adorned with clear crystals in the shape of flowers, leaves and drops. The shining metal is particularly striking against Myri's blue-black hair (from Lio, 30gp)
gold arm ring set with fresh water pearls
50' silk rope 5 lbs
mwk thieves tools 2 lbs
caltrops, 2bags 4 lbs
alchemists fire 1 lb
5 tindertwigs
frostbite ointment
snow goggles
fugitive grenade
1 potion of vanish

Pack:
1 Masterwork backpack(allows +1str for purposes of encumbrance)
1 50' silk rope 5 lbs
1 Winter blanket 3 lbs
1 Waterproof bag .5 lbs
1 Fishhook
2 50' line 1 lb (.5x2)
1 flint & steel
1 soap bar
1 Waterskin 4 lbs
1 Whetstone 1 lb
20 arrows(10/10b) 3 lbs
2 Fugitive Grenades

In wagon:
1 chest w/ simple lock 22gp
3 additional entertainers outfits 9gp
matching sets of jewelry (two jewelry sets sold to giant)
1 vest picked out with metallic designs, white shantung silk shirt 25gp
1 brightly colored tatter skirt 25gp
1 dark blue, satiny, slim fitted dress that matches the blue gleam in Myri's hair 50gp
1 cheongsam 50gp
1 short jade green silk kimono 25gp
1 short sheer sky-blue kimono embroidered phoenix with fiery wings that provide minimal modesty 25gp
1 soft white leather one piece with skort bottom 50gp
1 shinobi shokozu

1 leather armor
1 clay mug .02gp
8 trail rations, 5gp
1 bedroll .1gp
1 masterwork boyer/fletcher tools 55gp
1 masterwork artisans tools: wood carving 55gp
1 Sovereign Glue 1oz
1 Universal Solvent 50gp
1 disguise kit 50gp
1 disguise kit-hair/fur dye
1 cold-weather outfit 8gp
2 travelers outfits 2gp
49 arrows (bundled) 3gp
61 blunt arrows (bundled) 3gp
1 50' silk ropes 20gp
8 50' string 8cp
1 alchemists fire
10 days of catnip
1 catbrush
1 wolf brush
v several pieces of high grade wood ~(2'x1'x1')
2 teak oil 8gp
1 wood stain 4gp
1 years worth of Night Tea 36.5gp
1 cleats
1 furs
1 skates
1 skis and poles
6 lbs salted nuts
12 lbs dried fruit and nuts
1 easy access carrying case, 20gp
1 embroidered table cloth, 10gp
1 translucent table cloth, 1gp
180gp of defined jewelry (see spreadsheet or shopping posts)
-50gp (one "gift" sold to giant)

to Caravan:
10 bells 10gp
6 bags of caltrops 6gp
2 pieces of chalk .02gp
1 fishing net, 4gp
1 grappling hook 1 gp
1 hammer .5gp
10 flasks of oil 1gp
2 miners picks 6gp
20 pitons 2gp
4 50' hemp ropes 4gp
1 sewing needle .5gp
2 shovels
4 signal whistles 3.2gp
2 sledge hammers 2gp
1 pound of soap .5gp
3 snow shoes (if available) 15gp
not enough for a spyglass, maybe next time ;)
1 camp site traps 1000gp
1 donation 200gp

Claimed Loot Value:

Total: 33,233gp
gp received: 11,187.2
1 ring of climbing (1,250gp)-Shalelu
1 long hair pin with red Pearl (200gp)
1 masterwork dagger 151gp
1 A gold-and-ivory fan depicting a gecko walking amid cherry blossoms, worth 80 gp (value doubles if cleaned)-Ameiko
1 cold iron masterwork wakizashi, wrapped in cloth, stowed in chest 185gp
4 sets matching jewelry 600gp(150each)
necklace, anklets, bracelets, earrings-silver and gemstones
emeralds/rubies/topaz/sapphire
1 Sovereign Glue, 1oz 1200gp
2 alchemists fire, 2 flasks 20gp
2 +2 evil outsider bane arrows 360gp-(1 Zaiobe),1 used
7 masterwork cold iron arrows 21.3gp
3 fugitive grenades 1125gp
2 potions of Vanish 50gp
4 doses Blue Whinnis poison 240gp
1 shinobi shokozu 25gp
1 amulet of natural armor +1 1000gp
1 scroll of magic circle against evil & powdered silver 207.5gp (used)
1 Shokozu of the Night Wind 6000gp
1 Bracers of Archery, Lesser 2500gp
1 Wand of Flame Arrow, 9 charges 1012.5
1 gold arm ring set with fresh water pearls 250gp
1 small +1 Breastplate (Reta)
5 tindertwigs, 2.5gp
1 lesser construct slaying arrow 1,141gp
1 Goggles of Minute Seeing, 1,250gp
1 Ornate ceremonial scabbard decorated with opals, 1,500gp

Relationships:

Ameiko:..24
Koya:......20
Sandru:..17
Shalelu:..31: +1 to all charisma based skill checks. +2 trait bonus to Reflex saves, +2 morale bonus to all saves in Wilderness, +3 morale bonus to all saves in Forests

Party:
+2 rations,
1 clw potion
Map of the High Ice by Kargun Yeremchuk: (vellum scroll) +2 competence bonus on Survival Checks to avoid getting lost and to avoid hazards in the High Ice region of the Crown of the World, and a +5 bonus on Caravan Security checks made in that region (with the exception of checks made to avoid the effects of altitude, extreme cold, or severe weather

Silmemir:

Moonlight Jewel: wolf
silver fur, pale green eyes
Stats: str:15, dex:17, con:15, int:3, wis:12, cha:6
BAB:4, CMB:6, CMD19
HD:6, hp:38
AC:20, base10,nat.armor(2+4),dex3,dodge1
touch:14, flat footed:16
SQ: scent(+8 smell perception)
speed: 50'
Initiative: 7
attack: bite: +6 to hit, 1d6+2+trip
Saves: Fort:7, Ref:8, Will:3
Skills: Acrobatics: 8, Linguistics: 1, Perception: 5, Stealth: 7, Survival: 5
Feats/Special Abilities:
Devotion: +4 morale bonus to Will saves vs. enchantment spells/effects
Dodge: +1 AC,
Evasion,
Improved Initiative (init +4),
Link
Mobility (+4AC vs movement aoo)
Tricks: possible:12+3 bonus available: (Attack(2), Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, Work)
Language: Sylvan

Notes:

Myri:
hp:59
non-lethal damage taken: 0hp

Silmemir:
hp:38

Easy access arrows:
1 lesser construct slaying arrow
7 mwk cold iron arrows
28 arrows
0 Flame Arrows
16 blunt arrows
2 grappler arrows
5 flight arrows
1 arrow w/ dose of Blue Whinnis poison

1,191gp,
67sp,
10cp,