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Female Elf

Rain Taneththir's page

1,679 posts. Alias of Ariarh Kane.

Full Name

Raina (Rain) Taneththir




Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)




M (5'10", 110 lbs)



Special Abilities

Elven Immunities, Keen Senses, Spirit of the Waters, Low light vision, Track, Wild Empathy, Freebooter's Bane, Domain, Judgement 1/day, Monster Lore, Orisons, Stern Gaze, Endurance, 1st Favored Terrain: Water, Freebooter's Bond, Cunning Initiative




Gozreh, Besmara


Port Peril


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


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

Physical 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


Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 13
BAB +5, CMB +7, CMD 19
Init: +4/(+6 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 +9, Handle Animal +5, Heal +6, Intimidate +7, Knowledge, Arcana: +6/+8, Knowledge, Dungeon. +6/+8, Knowledge: Geography +10/+12, Knowledge: Local +7/+9, Knowledge: Nature +7/+9, Knowledge: Planes +6/+8, Knowledge: Religion: +6/+8, Linguistics: +5, Perception +11/+13/+15, Perform: Sing +2, Profession: Sailor +12/+18 (Skilled Driver: Water), Sense Motive: +9/+11, Spellcraft + 6, Stealth +8/+10, Survival +9/+11, Swim +11/+13
Languages: Common, Elven, Aquan (bonus), Polyglot (bonus), Minkaian, Infernal, Celestial


AC 18, Touch 12, Flat-Footed 15
hp 48/48
Fort +8, Ref +6, Will +6 (+2 racial saving throw bonus against enchantment spells and effects.)
Speed: 30ft

Weapon Attack Dam. Crit. Range
Trident +7 1d6+2* x2 10ft
Cutlass +7 1d6+2 18/20x2
Cat-O’-Nine +7 1d4+2 x2
+1 Boarding
Pike of Repelling +8/+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)

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.



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:
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.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. 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 he takes a –4 penalty on the check.

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.

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.


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
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

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
Choose a type a type of vehicle (either air, land, or water). You are more skilled when driving that vehicle.

Prerequisite: none

Benefit: You gain a +4 bonus on driving checks with your chosen vehicle.

Endurance (bonus)
Harsh conditions or long exertions do not easily tire you.

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
You are adept at spellcasting when threatened or distracted.

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.

Alertness: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. (Due to Improved Familiar - Neko. When in arm's reach of Neko.)


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.


Current Finances: 2,401 gp, 23 sp and 1 cp.

Gear & Equipment:

Wearing: Explorer's Outfit (free)
Whip – Cat-O’-Nine-Tails
Knife, Switchblade
Studded Leather Armor
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)

Total Weight and Cost: 59 lbs, 111gp, 23 sp and 1 cp.

Plus, 3 CLW potions, 2 Mage Armor Potions & 1 Pike + 1 Mithral Shirt (946gp)+ Amulet of Natural Armor +1 (1250gp), 1 fine silk dress, 1 fine woolen skirt

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) 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.


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.
My birth was quick but not without hidden complications and my mother died a few months later, leaving me in the care of my grandparents, Varyan and Eleniel Taneththir, and I was raised in Tempest Cay, the northernmost fishing town in the Shackles. So, I never knew my father or mother apart from the stories my extended family told me. My family was in the fishing trade and included many an able craftsmen of sailing vessels and sails – my own grandmother had a fine hand. That’s not to say the family were involved in legal business only – we had our fingers in some bootlegging, rum-running and a variety of other enterprising ventures to supplement the family income. That is how my father was killed. He was my grandparents’ old child and I in turn was their only grandchild, so of course I was taught all the “family business”.
From early on it was apparent I possessed a fine hand with the sewing needle and soon assisted my grandmother with the sails. My grandfather had an innate ability traversing the ocean, a keen eye that knew the dangers and safe passageways and a sensibility of the winds and storms. He lovingly and painstakingly bestowed this knowledge upon me.
It was said that a light had appeared and then fell into the ocean surrounding Besmara’s Throne at the very moment of my birth. An omen, my grandfather prophesied, and thus the course of my destiny seemed to be set. Through the course of my youth and adulthood, by my own initiative and through my grandfather’s network of connections and associations, I worked on various shipping vessels, from small fishing boats and sloops to the larger galleon and merchant ships. My keen eye, tuned senses and steady hand became assets as well as my knowledge of the waters surrounding the islands of the Shackles. Yet, something had been missing from my life and I yearned for an undefined adventure, something of my own, separate from my father or grandfather. I walked down to the ocean on the night I decided to leave Tempest Cay and sail to the capital, Port Peril, and try my hand at finding a ship and captain willing to take me on. I asked the Pirate Queen to give me a sign that my choice was the right one, and, the ocean stilled, even the waves were hushed and above my head a light appeared, streaking across the dark blue, and plummeting into the ocean, just a few miles off the coast of Tempest Cay. Gozreh may have had a hand in it, too. I had my answer and now it was time I grew into my destiny.


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: 3/3

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.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.


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.



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
3 First Level Spells: Bless, CLW (1d8+2), Shield of Faith
Domain spells: Storm Burst, Obscuring Mist (level 1).

Can cast 3 First level spells a day (due to high WIS score (2+1)).

Ranger Spells:

1 First Level Spell: 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

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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