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Female Elf

Rain Taneththir's page

2,055 posts. Alias of Ariarh Kane.

Full Name

Raina (Rain) Taneththir




Ranger (Freebooter) 4, Hunter 3/AC 19, T12, FF17/ HP 58/58, F+8 R+9/+10 W+4 (+2 vs Enchantments)/ CMB +8, CMD 20/Init +4(+6), Perc. +14/+16




M (5'10", 110 lbs)



Special Abilities

Elven Immunities, Keen Senses, Spirit of the Waters, Low light, Freebooter's Bane, Endurance, 1st Fav Terrain: Water, Freebooter's Bond, Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy, Precise Comp, Track




Gozreh, Besmara


Port Peril


Common, Elven, Aquan (bonus), Polyglot (bonus), Minkaian, Celestial, Draconic


Sailor/Freebooter/Independent Contractor/Pilot of the Dread Lady.

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 13

About Rain Taneththir

What Rain looks like

Rain's attire


Name: Raina (Rain) Taneththir
Gender: Female, Race: Elf, Class: Ranger (Freebooter) 4 / Hunter 3, Age: 116

NG Female Medium Humanoid (Elf)
Hero Points 1
Init +4/+6; Senses Low-light Vision, Perception +14/+16

AC 19; touch 12; flat-footed 17 (+5 armor, +2 Amulet of Natural Armour, +2 dex)
hp 58 (7d8+7+4FC)
+Fort +8; Reflex +9/+10; Will +4/+6 (+2 vs. enchantment spells and effects.)
Immune Sleep


Speed 30 ft
Melee Trident +8 (1d6+2/x2, 10ft range) (P) (Can be thrown.)
Melee Zul, +1 Human Bane Trident vs. Humans +11 (1d6+5+2d6, 1d4 dex damage and slow effect), Against non-humans +9 (1d6+3)
Melee Cutlass +8 (1d6+2/18-20x2) (S)
Melee Cat-O’-Nine +8 (1d4+2/x2) (S) (disarm, non lethal) (A cat-o’-nine-tails, also known as the “captain’s daughter,” is a short whip made of nine knotted thongs about 3 feet in length, designed to lacerate and inflict great pain without doing serious permanent damage. A cat-o’-nine-tails deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.)
Melee +1 Pike of Repelling +9/+7* 1d8+3 (normal, one-handed)/1d8+4 (normal, two-handed), 1d8+7 (power attack, one-handed)/1d8+10 (power attack, two-handed)* x3 (brace and reach) 10ft reach plus 10 ft (as a swift action due to it being a magical pike) (*power attack with two-handed melee weapon) (P)
Special weapon feature - Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character.

Space 5 ft., Reach 5 ft.


Str 14; Dex 14; Con 12; Int 14; Wis 14; Cha 13 (Ability Modifiers +2 Dex, +2 Int, -2 Con, +2 Wis (ability increase at 4th))
BAB +6; CMB +8; CMD 20


Besmara's Blessing (Campaign Trait): You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can re-roll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Cliff Jumper (Regional Trait): You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Influence (Social Trait): Your position in society grants you special insight into others, and special consideration or outright awe from others. Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Chose: Diplomacy)


Sure Grasp (General): Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.
Combat Style Feat (Ex) - Power Attack (via Ranger): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Skilled Driver - Water Vehicle (General): You gain a +4 bonus on driving checks with your chosen vehicle.
Endurance (bonus for Ranger): You gain a +4 bonus on the following checks and saves: 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.
Combat Casting (Combat): You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Outflank (bonus per Hunter class): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Pack Flanking (bonus Teamwork Feat): When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.

SKILLS ((6 ranks, +2 Int) x7)

Acrobatics +8 (2 ranks, +1 trait bonus)
Climb +10 (4 ranks, +1 trait bonus)
Craft (Sails) +6 (1 rank)
Craft (Ships) +6 (1 rank)
Diplomacy +7 (1 rank, +1 trait bonus)
Handle Animal +5 (2 ranks)
Heal +6 (1 rank)
Intimidate +5 (1 rank)
Know. Dungeoneering +6 (1 rank)
Know. Geography +9/+11/+15 (4 ranks, +2 fav terrain, add +4 when using Svingli's Eye)
Know. Local +5 (2 ranks, not class skill)
Know. Nature +9 (4 ranks)
Linguistics +5 (3 ranks, not class skill)
Perception +14/+16 (6 ranks, +2 Keen Senses, +1 trait bonus, +2 fav terrain)
Prof. Sailor +18/+22 (6 ranks, +1 trait bonus, +4 skilled driver, +2 Besmara's Tricorne, add +4 when using Svingli's Eye)
Ride +6 (1 rank)
Spellcraft +6 (1 rank)
Stealth +11/+13 (6 ranks, +2 fav terrain)
Survival +9/+18 (4 ranks, +2 fav terrain, +3 to track, add +4 when using Svingli's Eye )
Swim +10/+12 (1 rank, +2 Besmara's Tricorne, +4 racial bonus, can always take 10 while swimming)

Common, Elven, Aquan (bonus), Polyglot (bonus), Celestial, Minkaian, Draconic


Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Alternate Racial Trait - Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Track (Ex): A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks. (Under Ranger and Hunter classes special abilities.)
Wild Empathy (Ex): This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result (1d20+6+1). The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. (Under Ranger and Hunter Class special abilities.)
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain (WATER). The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.
Freebooter's Bond (Ex): At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability.
This ability replaces hunter’s bond.
Orisons: Hunters learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion.
Animal Focus (Su) (2 mins/day): At 1st level, a hunter can take on the aspect of an animal as a swift action. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

RANGER SPELLS (Concentration +10)

1st-Level (1/day) Lead Blades

HUNTER SPELLS (Concentration +10)

Orisons (at will): Detect Magic, Light, Mending, Purify Food & Water, Spark, Stabilize

1st level spells (4/day): Feather Step, Cure Light Wounds, Monkey Fish, Snowball, Summon Nature's Ally I


Wearing: Explorer's Outfit (free)
Whip – Cat-O’-Nine-Tails
Knife, Switchblade
Trident (Sold at Little Oppara, received 9gp)
Studded Leather Armor (Sold at Little Oppara, received 15gp)
Backpack, Common
Traveler’s Outfit
Small Steel Mirror
Rope, Silk (50 ft)
Blanket, Common
Meals, Good (3 days worth)
Chart, Nautical
Sewing Needle
String/Twine (50 ft)
In addition: 3 CLW potions, 2 Mage Armor Potions & 1 +1 Boarding Pike of Repelling (4616gp), + 1 Mithral Shirt (946gp), (Sahuagin Deep Platinum Amulet - whorls of blueish-black) Amulet of Natural Armor +1 (1250gp)(Dhaavan now has possession of this +1 Amulet and Rain has the +2 Amulet of Natural Armour they took off the sorceress at Tidewater Rock), 1 fine silk dress, 1 fine woolen skirt, Besmara's Tricorne (+2 enhancement bonus to Swim and Profession sailor. If the wearer is a follower of Besmara, then once per day the hat can turn into a cutter/jig/jolly boat for 8 hours.), 1 CMW potion, 1 bottle of perfume (common) a gift from Variel.
4500gp worth of reagents (1500gp to upgrade her armour and 3000gp to convert her weapon from +1 to +2).


Tall and lean but with feminine curves in the right places (5’10”, 110 lbs). She has fair skin, so pale it looks white, turquoise eyes (blue-green) but can change with her moods and emotions. Her hair is long (just below the middle of her back), straight but curls at the ends. It is dark blue, the colour of deep ocean or night sky. She has a tattoo of the Jolly Roger on her right shoulder.

Pic of Rain


Rain is open-minded when it comes to race -- she holds no immediate biases, so she is neither proud nor arrogant. So, she generally gets along with most creatures and is approachable, helpful. However, she does have a quick and fiery temper when riled and her opponent better take care. She is working on controlling this impulse; some days she is better at it than others. She is loyal, and, will stand up to people and on behalf of weaker creatures. She is passionate in her emotions, however has been educated in the ways of hiding one's true emotions. There is so much more going on beneath the surface of Rain and she fights her own nature as much as she would fight another who tried to impose their will or might on her. She is a natural born leader, clever, and has a deep love and respect of the ocean, storm and sky. She speaks well -- like a lady -- even though she was raised in a small, remote fishing town. Mischief runs through her veins but it takes different forms depending on the situation, her mood and the object of her mischievousness. She generally does not back down. Oh, and she asks questions and looks for answers.


Rain was born on the salt-stained, weathered docks of Queen Bes on the minor island of Besmara’s Throne. Her heavily pregnant mother and grandparents had made the journey by ship from Tempest Cay. Her father had been dead for the past six months and they had been honouring his memory by paying their respects to the Pirate Queen.

Rain’s birth was quick, but not without hidden complications, and, her mother died a few months afterward, leaving the babe in the care of her paternal grandparents, Varyan and Eleniel Taneththir. She was raised in Tempest Cay, the northernmost fishing town in the Shackles. Rain never knew her either of her parents, apart from the stories her extended family used to tell her. The family was in the fishing trade and included many an able craftsmen of sailing vessels and sails – Her grandmother possessing a fine hand at stitching and mending. That’s not to say the family were involved in legal trade only – They had their fingers in some bootlegging, rum-running and a variety of other enterprising ventures to supplement the family income. That is how Rain’s father was killed – her grandparents’ only child, and in turn Rain was their only grandchild, so she was taught every aspect of the “family business”.

From early on it was apparent Rain possessed a fine hand with the sewing needle and soon assisted her grandmother with the sails. Her grandfather had an innate ability traversing the ocean, a keen eye that knew the dangers and safe passageways, and, a sensibility of the nature of winds and storms. He lovingly and painstakingly bestowed this knowledge onto Rain.

It was said that a light had appeared and then fell into the ocean surrounding Besmara’s Throne at the very moment of Rain’s birth. An omen, her grandfather declared it, and thus the course of her destiny seemed set. Through the long years of her youth and adulthood, and through Rain’s own initiative and the solid network of connections and associations (of her grandfather’s), she managed to find work on various shipping vessels, from small fishing boats and sloops to the larger galleon and merchant ships. Rain’s keen eye, honed senses and steady hand became assets, as well as her knowledge of the waters surrounding the Islands of the Shackles. Yet, something seemed missing from her life and she yearned for some adventure; ones of her own making.

One night she walked down to the dock and impetuously decided to leave Tempest Cay and sail to the capital, Port Peril, to find a ship and captain willing to take on an experienced sailor. Rain prayed to the Pirate Queen to give her a sign that the choice she had just made was the right one, and, she was answered: the ocean stilled, even the waves were hushed, and, above Rain’s head a light appeared, streaking across the dark blue sky before plummeting into the ocean, just a few miles off the coast of Tempest Cay. Perhaps even Gozreh may have had a hand in it. Rain was content that she had received her answer and now it was time for her to meet her destiny.


Formal Stat Sheet for Signature Item/Animal Companion:

Neko's Profile Page

Pic of Neko

Golden Cat
This marvellous creature appears as a small housecat with sleek golden fur and glowing emerald eyes.

Name: Neko
Gender: Female, Race: Golden Cat, Class: Animal Companion 4

Golden Cat
N Medium magical beast
Init +5/+7; Senses darkvision 60 ft., low-light vision, scent; Perception +5/+7 (additional +8 for scent)


AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 28 (4d10+4+2)
Fort +6; Ref +9; Will +2


Speed 50 ft., climb 10 ft.
Melee bite +8 (1d6+3 plus trip), 2 claws +8 (1d3+3)

Special Attacks luck/unluck (3/day)

Spell-like Ability Dimension Door 3/day (only herself)
Scorching Ray 1/day


Spells Known (CL 4, Concentration +7)
2nd (4/day) (DC 15) Resist Energy
1st (7/day) (DC 14) Mage Armor, Magic Missile, Touch of the Sea
0 (at will) (DC 13) Acid Splash, Jolt, Prestidigitation, Ray of Frost, Root, Touch of Fatigue


Str 17, Dex 21, Con 15, Int 8 Wis 12, Cha 16
Base Atk +3; CMB +6; CMD 21
Feats Weapon Finesse, Improved Natural Armor, Outflank (bonus from Hunter class), Pack Flanking (Shared Teamwork Feat)
Skills Acrobatics +9 (+17 balancing or jumping), Climb +9, Perception +5/+7 (+8 for scent), Stealth +13/+15, Survival +5/+7, Swim +7; Racial Modifiers +8 Acrobatics when balancing or jumping, +4 Stealth, +2 to Perception, Stealth, Survival and Know. Geography when travelling on water. The golden cat uses its Dexterity modifier for Climb checks.
Languages Common (cannot speak); telepathy 100 ft.


Luck/Unluck (Su): When a golden cat selects an “owner” it grants that creature good fortune. Three times per day, so long as the golden cat is within 40 feet, the owner can reroll one die roll and take the most favorable result. Only one die can be rerolled each round. This ability is a power of the cat, not the owner, though the owner can simply telepathically communicate its desire to the cat. A golden cat cannot be forced to activate this ability if it does not wish to do so (unless magically compelled). Each time the golden cat activates this ability and the owner rerolls a die, all other creatures (including the owner’s allies) within 40 feet of the golden cat must reroll one die roll and take the least favorable result each time.
Tiger Form: Can Change into Tiger form once a week (standard action, form lasts for 6 rounds).
Link (Ex): A hunter can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Favoured Terrain: The animal companion gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. An animal companion traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).
Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability.
Sprint (Ex): Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

TRICKS (6+1+1)

Aid (DC 20) The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Watch (DC 15) The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

These fickle creatures are highly sought after due to their magical ability to grant luck to one fortunate enough to be selected as an owner. Such owners are known to spend extravagant amounts of wealth keeping the golden cat lavishly protected and comforted. Despite this, golden cats have been known to grow bored with an owner and strike out on their own in search of a new owner to bestow its good luck upon. While prized by their owners for the luck they bestow, golden cats are equally despised by the owner’s allies for the bad luck they bring.
Golden cats tend to lair in forested areas or hilly terrain, usually near civilized lands where the population is the greatest (it makes finding an owner easier). They favour humans and elves as owners above all other races, disdaining the less civilized races such as orcs, half-orcs, goblinoids, and so on. A golden cat never takes one of the aforementioned races as an owner.
A golden cat appears as a normal cat with rich golden fur and green eyes. Like all cats, a golden cat enjoys catching mice, rabbits and small birds. They tend to avoid attacking things larger than themselves unless cornered and defending themselves. Even then, they seek escape as soon as possible.

Neko's Backstory:

She had been born a human woman, nine hundred years ago – the youngest daughter of the second son of a lesser nobleman. She had been considered a handsome young woman with her copper hair, fair skin and bright green eyes. Her father had been a well-established and affluent Mercery, trading in imported silk, linen, and fustian. She had an older brother and sister. Her brother worked alongside her father as a cloth merchant. Her mother had been a society matron, busy with her committees, tea parties and philanthropic work. Her older sister had married some well-to-do bore and provided him with an heir. Her family lacked for nothing. She had always been a bright girl, with an easy charm. She attracted the eye of a newcomer in town. An earl’s second son, he had said of his station. She had fallen in love with him at first sight and he had pursued her with a determination. Her parents deemed it a suitable match for their youngest child. Their betrothal happened a month into their courtship. He had the blackest of hair and the keenest silver eyes.

It was after their betrothal that she learned of his gambling appetite and of his associates who dabbled in the Dark Arts. He had promised her that neither would pose an threat to their love – that he would protect her from any harm, always.

One late night he was set upon by a cardsharp whom he owed a fair bit of coin. He was beaten almost to death and was discovered and brought back to her family’s townhouse. He had asked her, begged her with his halting, ragged breath to bring his associates to his bedside for they would know what to do. She had been scared but she listened and sent one of the servants with a note. They came as requested with their twisted idols, incense, dark liquids and strange fetishes. The associates asked her how much she loved him and how much she would be willing to risk to bring him back from the brink and have him hale by her side. She had promised everything – desperate to save her beloved. They then spoke words in some unintelligible tongue and the lights flickered and the bedchamber shook as if the walls would crumble down around them. It was then she was sprayed with some kind of sanguine fluid and her eyes rolled back and she felt her very essence pulled by force from her body and her screams filled the room. She felt as if she was dying right along with her beloved and then everything went black and when she awoke she was no longer a young woman. She had been transformed into a small, golden cat. Frightened and anxious she tried to speak, but issued only cat-like sounds. She screamed inside her mind and she found she could make the words heard by another, although broken and staggered. It was then she saw her beloved rise from the bed, the dark bruising all but vanished, the broken bones mended, his handsome form restored to full vigour. She looked up at him and through her mind spoke to him, but the words would not form coherently. The associates whispered something to him and he turned to stare at her. She pleaded for him to stay, to have the associates return her to her true form so they could be together. He laughed, a cruel sound, and told her it could not be reversed and then promptly left with the associates.

Alone, in her family’s townhouse with every piece of her once pure heart broken and her mind senseless with pain, loss and betrayal. She could not remain in the house for her mother abhorred cats and would probably beat her with broom. So, she ran away and did what she could to survive in the world, as decades fell away and time became an endless blur. Her heart grew guarded, resentful, and love became defined by treachery and unfaithfulness. She made a vow to never allow another female to ever be betrayed by a man before marriage. That no man could be trusted with a woman’s heart and body before the formal oaths of marriage were made and sealed before the gods.


* Party Loot, but can be used by Rain as the Pilot/Navigator:

Svingli's Eye (Unlike the heavy cast-brass mariner’s astrolabes normally used at sea, this astrolabe is of the more common type found on land (Pathfinder RPG Advanced Player’s Guide 185), made of flat discs
of brass. The famed navigator-astrologer Svingli of Morm, a drowned settlement of old Lirgen, was said to have sacrificed her eye to the instrument to grant her knowledge of things beyond mortal sight, thus giving the astrolabe its name.

Benefits: In addition to an astrolabe’s normal +2 circumstance bonus (Masterwork. When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost), Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.)



Current Finances: 4407gp, 23sp and 1cp. Plus 1741gp (remaining after purchase of Zul +1 Human Bane Trident (9197gp) and 1 CMW potion (300gp) from 11238gp share from Sahuagin underwater caves split). Received 24gp on sale of mundane trident and studded leather. Total current wealth: 6172gp, 23sp & 1 cp

Rain will purchase 4500gp worth of reagents (1500gp to upgrade her armour and 3000gp to convert her weapon from +1 to +2). This leaves her with 1672gp, 23sp & 1cp in available funds.

Background Questionnaire:


Where was your character born? On the small island of Besmara's Throne, particularly the docks of Queen Bes, in the Shackles.
Who raised her? Paternal Grandparents: Varyan (grandfather, Captain of the Syolkiir (Elvish for "Wild Star") and Eleniel (grandmother) Taneththir. Her mother Cristiel died shortly after her birth.

What was happening in the region when your character was growing up? Piracy and Fishing.

Does your character have any relatives? Yes.


What are your character’s immediate goals? What would she like to do in the coming
year? Find a ship to work on and a good crew to work alongside.

What are her long-term goals? Find a place where she belongs and can apply her skill and knowledge. Perhaps even have some authority aboard a ship.

What type of person would be her ideal mate? Loyal, enjoys the ocean, family-oriented, determined, trustworthy.

Who is her patron deity? Is she a devout worshiper? Besmara and Gozreh.

Is she a devout member of any nonreligious cause? No.

Is there any race, creed, alignment, religion or the like against which she is strongly prejudiced? No.

What is her greatest fear? Not being able to protect or save her remaining family.

What is the one task she absolutely refuses to do? Kill a child.


What is your character’s motto or favorite saying? “May your joys be as deep as the ocean, your sorrows as light as its foam.”

What is her favorite color? Blue or Silver.

Describe what he would wear if money were no object? Silk and gems.

What is her favorite food? Drink? Drink: Fine Wine Food: Fish baked with lemon, garlic and herbs.

What is her favorite animal? Dolphin.

What habits of her friends annoy her most? Disloyalty and going back on your word.

What well-known media figure from sports, movies or politics most closely resembles your character? --

What would be her theme song? “Wind Queen” by Two Steps from Hell

If her friends were to write her epitaph, what would it be? Her loyalty is equal to her generous and brave spirit. Challenges would not deter her and spurred her evermore to attain her one true destiny.

What would be her job in modern society? Explorer/Ocean Navigator

Introduction Questions

Do you have any nicknames, street names, titles, or aliases? Rain.

What is your full birth name? Raina Taneththir

Where do you live? Tempest Cay, The Shackles.

Why do you live there? That is where my family is from and I was raised on the small island.

What is your citizenship status? Where the wind and oceans take me, I call “home”.

What is your most obvious blessing or strength? I am clever.

What is your most obvious flaw or weakness? Physical beauty can draw unwanted attention.

Was there any event or cause to cause these weaknesses? No, just born with exotic looks thanks to an aquatic ancestor.

Physical Traits

What is your general body type, frame, bone structure, and poise? Tall, lean, high cheek bones, graceful.

What is your skin colour? Fair

What is your hair colour? Dark Blue

What is your hair style? Left free and long, straight with slight curl at the ends.

Do you have any facial hair? No.

What is your eye colour? Turquoise.

Does it change? Yes, with my moods/emotions.

How attractive are you? Very attractive. Exotically beautiful.

What is your most distinguishing feature? Vivid, sparkling eyes.

Do you have any scars, tattoos, or birthmarks? Tattoo of the Jolly Roger: black flag with a skull and crossbones on her right shoulder (in honor of Besmara).

What is your handedness (left/right)? Right.

Do you resemble some currently known person? No.

Do you wear a uniform? No.

What kind of clothing do you wear? Loose fitting shirt, leather vest and trousers, jacket, headscarf, long (knee-high) boots.


Where is your homeland? The Shackles. An island settlement, in the northernmost main islands of ‘The Shackles’.

Did you have any childhood friends? Yes, a few of mixed races.

What conflicts might arise from your past? None that I am aware of.

Do you have any sort of criminal record? No, I have never been caught. ;)


Who were your parents? Aearion (father) and Cristiel (mother) Taniththir.

What did your parents and/or foster parents do for a living? Fisher people in main, crafters – boats and sails

Are they still alive? No.


Do you, or did you, have any role models? My paternal grandfather, Varyan Taneththir.

Do you have any great rational or irrational fears or phobias? No, I can find a way to manage my fears so I can move forward.

What, if anything, would it take for you to be able to overcome this? n/a

How do you react when this fear manifests itself? n/a

Are you willing to discuss, or even admit to, the situation? n/a

What are your attitudes regarding material wealth? In order to survive in this world (and possess any true power), you have to have it or find a way to earn or take it.

Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed? No, I have spent years tempering nervous ticks and mannerisms. And my confidence has grown – I make no apology for who I am.

What is your most treasured possession? Do not own or carry such a possession.

Do you have a good luck charm? Yes, the tattoo on my shoulder.

Describe your worst nightmares. Watching the people I love die by the hand of another.

Hero Points: 1, plus 3 (2+1) free rerolls of a d20

Combat Style:

Two-Handed Weapon

If the Ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.

At 6th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Ranger Spells:

1 First Level Spell (1/day): Lead Blades

Lead Blades
School transmutation; Level ranger 1

Casting Time 1 standard action
Components V, S

Range personal
Targets touch
Duration 1 minute/level (4 mins)


Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Table: Tiny and Large Weapon Damage

Medium Weapon Damage Tiny Weapon Damage Large Weapon Damage
1d2 — 1d3
1d3 1 1d4
1d4 1d2 1d6
1d6 1d3 1d8
1d8 1d4 2d6
1d10 1d6 2d8
1d12 1d8 3d6
2d4 1d4 2d6
2d6 1d8 3d6
2d8 1d10 3d8
2d10 2d6 4d8

Hunter Spells:

1st Favored Terrain:
Water (above and below the surface)

At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

Proud owner of Neko (pronounced Nee-ko), the magical golden cat.

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