|
|||||||||||||||||||||||
|
About Rain TaneththirPhysical Description:
Tall and lean but with feminine curves in the right places. 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), is straight but curls at the ends. It is dark blue, the colour of deep ocean or night sky. She has a tattoo, the Jolly Roger, on her right shoulder. Theme song: “Sun & Moon” by Two Steps from Hell Stats:
Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 13 BAB +4, CMB +6, CMD 18 Init: +2/(+4 in water terrain) Feats: Sure Grasp, Power Attack, Skilled Driver (Water Vessels), Endurance (bonus), Combat Casting Traits: Besmara's Blessing, Sacred Touch, Shackles Seafarer Skills: Acrobatics +3, Bluff +8, Climb +7, Diplomacy +8, Handle Animal +5, Heal +6, Intimidate +7, Knowledge, Arcana: +6, Knowledge, Dungeon. +6, Knowledge: Geography +8/+10, Knowledge: Local +7, Knowledge: Nature +7/+9 (Monster lore), Knowledge: Religion: +6, Linguistics: +4, Perception +10/+12, Perform: Sing +2, Profession: Sailor +9/+13 (Skilled Driver: Water), Sense Motive: +8, Spellcraft + 6, Stealth +8/+10, Survival +8/+10, Swim +11 Languages: Common, Elven, Aquan (bonus), Polyglot, Minkaian Combat:
AC 16, Touch 12, Flat-Footed 14 hp 39/39 Fort +7, Ref +6, Will +5 (+2 racial saving throw bonus against enchantment spells and effects.) Speed: 30ft Weapons/Damage
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.
Special:
Freebooter A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics help organize and direct a crew, and freebooters’ talents are in high demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends. The freebooter is an archetype of the ranger class. 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. Spirit of the Waters:
Track (Ex)
Wild Empathy (Ex)
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.
Feats:
Sure Grasp Your quick reflexes and skill at climbing keep you from falling to your doom. Prerequisite: Climb 1 rank. Benefit: Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result. Combat Style Feat - Power Attack
Prerequisites: Str 13, base attack bonus +1. Benefit: 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Skilled Driver - Water Vehicle
Prerequisite: none Benefit: You gain a +4 bonus on driving checks with your chosen vehicle. Endurance (bonus)
Benefit: 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
Benefit: 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. Traits:
Besmara's Blessing (Campaign Trait) You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You're not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all... Benefit 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). Sacred Touch (Faith Trait) You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it. Shackles Seafarer (the Shackles) (Regional Trait) You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. Wealth:
190gp. Gear & Equipment:
Wearing: Explorer's Outfit (free) Cutlass Whip – Cat-O’-Nine-Tails Knife, Switchblade Trident Studded Leather Armor Backpack, Common Waterskin Traveler’s Outfit Soap Small Steel Mirror Rope, Silk (50 ft) Blanket, Common Meals, Good (3 days worth) Chart, Nautical Sewing Needle String/Twine (50 ft) Total Weight and Cost: 59 lbs, 111gp, 23 sp and 1 cp. Plus, 1 CMW potion & 1 Pike + 1 Mithral Shirt (946gp) Background Questionnaire:
Background Where was your character born? On the small island of Besmara's Throne, particularly the docks of Queen Bes, in the Shackles.
What was happening in the region when your character was growing up? Piracy and Fishing. Does your character have any relatives? Yes. Motivation What are your character’s immediate goals? What would she like to do in the coming
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. Idiosyncrasies 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. History 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. ;) Family 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. Personality/Beliefs 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. Backstory:
I was literally born on the salt-stained, weathered docks of Queen Bes on the minor island of Besmara’s Throne. My mother, heavily pregnant with me, and my grandparents had made the journey by ship from Tempest Cay. My father had been dead for six months and they had been in part honouring his memory by paying their respects to the Pirate Queen.
Personality:
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. Hero Points: 3 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.
Domain:
Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below. Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (3+2=5 times a day) Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning. Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance. Judgement:
Judgement Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore:
Monster Lore The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. (WIS + INT= +4) Stern Gaze:
Stern Gaze Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Inquisitor Spells Known:
4 Orisons: Acid Splash, Sift, Light, Disrupt Undead 2 First Level Spells: Bless, CLW (1d8+1). Domain spells: Storm Burst, Obscuring Mist (level 1). Can cast 2 First level spells a day (due to high WIS score (1+1)). Ranger Spells:
1 First Level Spell: Lead Blades Lead Blades
Casting Time 1 standard action
EFFECT
DESCRIPTION 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
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).
Current Finances: 455 gp, 23 sp and 1 cp. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|