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About Anabella FeyBackground:
Anabella's birth parents are completely unknown. Abadoned by a Varisian caravan heading out of town, the townsfolk did not find her hidden among the stalls at the Barterstones. With the tails and ears of a fox, the people of Trunau did not know what to do with her, and some of the more superstitious claimed that she was a cursed child left behind for them to suffer. But when Halgra angerly declared that she would take the newborn in with her bunch, the dicussion ended.
Raised among kids of multiple ethnics, Anabella never felt out of place, especially as Halgra treated them all the same, which was kind, yet strict. Anabella was constantly drawing attention from her tail and ears throughout her life, and chased off more than one bully that tried to pick on her for them. Many thought she had kitsune blood in her, or else was some sort of half-breed. Halgra was certain that she had fey blood in her, telling her stories of several fey creatures she had met during her adventures. Though the people first thought of the child as a burden, Anabella soon learned how to work hard under her adopted mother's strict teachings. Upon receiving her Hopeknife, Anabella chose to take up the town's defense and began her teachings in the bow and sword. A marksmen at a young age, Halgra would often boast that she had more of her blood in her than her own child, though never in Anabella's presence. Her fey blood showed itself more and more present as she grew. From a natural ability at playing instruments to her eyes and hair changing colors with the season, Anabella discovered each one with both curiosity and enjoyment. Anabella joined the ranger parties as soon as she was able, her desire to follow the Standing Vow forefront in her decision. Though she did not encounter orcs often, the groups would exlain their tendancies and how best to handle them: steel in the gut. It was on these trips through the hills that Anabella discovered her talent with magic. Yet, though Anabella enjoys the harsh and lively lifestyle of Trunau, the stories of her adopted mother stirs her fey blood, and she often wonders what just such an adventure would be like. Her mother, recognizing this wonderlust look, has already prepared herself for the request to leave. ---------- Appearance and Personality:
Anabella's fey nature shows itself throughout her personality. Though her mother and Trunau in general have taught her a great deal of discipline, Anabella still enjoys having fun and playing the occasional prank. She loves to play the lute, and enjoys each celebration that Trunau throws.
Anabella's main contributions to the town consists of her crafting skills with the bow, and joining in on the ranger's forays. Several would also agree that the aura of joy she carries, as well as an unbreakable faith and hope in Trunau, helps the morale of the people a lot. Though her fey blood stirs with mischief, Anabella has learned to usually control this urge and follow instructions. While she adherently follows the town's few laws and her mother's words, she enjoy her freedom much as any Trunau, even if she has to fight for it. In any other area, she'd follow the laws if they adhered to her code. She takes the Standing Vow seriously, and desires to be counted among the heroes that died defending Trunau at all costs. To Anabella, her town and family come first, and nothing else. Other than her ears and tail, Anabella's appearance is not much different from a normal human, though she seems to be a mix of ethnicities. Her eyes and the tips of her hair and tail do change with the season, from green in the spring, to blue in the summer, red in the fall, and white in the winter. Though there is one or two that still have doubts about her, most enjoy the upbeat spirit she brings and the hardwork she puts into anything she does. Both Anabella's hair and tail are a soft auburn color, and she lets her tail be seen openly without care about attracting attention anymore. ---------- Stat Block:
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Anabella Fey ----------------------- Female Human (fey) Ranger (Infiltrator) 1; Age 21 NG Medium humanoid (human) Init +4; Senses Low-Light Vision, Perception +6 -----------------------
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Special Option
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Alternate Racial Options
Traits
Feats
Skills (10 Ranks - 6 Class, 2 Background, 1 Int, 1 Favored Class Bonus)
--Favored Enemy: +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival Favored Class Bonuses
Languages
Archetype
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Emcumberance
Wealth
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At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Fey Magic - The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has
Fey Thoughts - The character sees the world more like a native of the First World. Sense Motive and Use Magic Device are always class skills for the character. Low-Light Vision - This character has low-light vision, as do many feyborn. Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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. 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. ---------- Party Dynamics:
Anabella is an archer first and foremost, with magic to supplement her archery and light amounts of healing. Also, she will be a source of hope and fun with her fey tendancies in the party.
For now, a full ranger is planned, though the plot and other unforeseen things may change that. |