Full Name |
Balani the Silent |
Race |
Half-elf/Mwangi |
Classes/Levels |
AC 18/15/13; Init +7/+9; Perception +12/+14; Fort+5; Ref+11; Will+2 |
Gender |
female |
Size |
medium |
Age |
24 |
Strength |
14 |
Dexterity |
18 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
13 |
Charisma |
10 |
About Balani the Silent
Balani the Silent
Female Half-Elf Ranger 4/Rogue 1
CN Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +11
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 41 (4d10+1d8+8)
Fort +5 (+2 trait bonus vs. poison, +4 vs. hot or cold environments and to resist damage from suffocation), Ref +11, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee falchion +6 (2d4+3/18-20/×2)
Ranged +1 darkwood composite longbow +10 (1d8+3/×3) and
composite shortbow +9 (1d6/×3)
Special Attacks favored enemy (monstrous humanoids +2), sneak attack +1d6
Ranger Spells Prepared (CL 1st; concentration +2):
1st (1/day)—aspect of the falcon
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Statistics
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Str 14, Dex 20, Con 13, Int 12, Wis 13, Cha 10
Base Atk +4; CMB +6; CMD 21
Feats Elven Accuracy, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Stealth)
Traits boarded in mediogalti, elven reflexes
Skills Acrobatics +13, Appraise +5, Bluff +5 (+7 vs. monstrous humanoids), Climb +6, Diplomacy +4, Disable Device +14, Handle Animal +6, Knowledge (geography) +6 (+8 vs. monstrous humanoids, +8 while in jungle terrain), Knowledge (local) +5 (+7 vs. monstrous humanoids), Knowledge (nature) +6 (+8 vs. monstrous humanoids), Perception +11 (+12 to locate traps, +13 vs. monstrous humanoids, +13 while in jungle terrain), Sense Motive +5 (+7 vs. monstrous humanoids), Stealth +20 (+22 while in jungle terrain), Survival +9 (+11 vs. monstrous humanoids, +11 while in jungle terrain, +11 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven, Polyglot
SQ combat styles (archery), elf blood, favored terrain (jungle +2), hunter's bonds (companions), track, trapfinding +1, wild empathy
Combat Gear Scabbard of vigor (1/day), Silversheen, Stunstone, Antiplague, Antitoxin, Caltrops, Drow poison (5), Soothe syrup; Other Gear +1 Leather armor, +1 Darkwood Composite longbow (Str +2), Arrows (40), Falchion, Shortbow, Comp. (Str +0), Belt of incredible dexterity +2, Cloak of elvenkind, Handy haversack (23 @ 59.88 lbs), Bedroll, Belt pouch (6 @ 0.5 lbs), Candle, Chalk, Earplugs, Fishhook, Flask, Flint and steel, Huge Scorpion Venom- 1d4 strength dam fort dc20 1/, Magnet, Mirror, Piton, Sack (empty), Sewing needle, Signal whistle, Silk rope, String or twine, Thieves' tools, vermin repellant, Waterskin, 185 PP, 1751 GP, 7 SP, 1 CP
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Boarded In Mediogalti (Medium Spider Venom) +2 Save vs. Poison, immune to the selected poison.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Terrain (Jungle +2) (Ex) +2 to rolls vs Favored Terrain (Jungle).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scabbard of vigor (1/day) Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.
Bonus Duration
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 900 gp
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Track +2 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Balani's moniker is apt in more ways than one. Between her natural abilities and magical enhancements she is often overlooked and is able to pass un-noticed almost anywhere. She also has a propensity to speak softly when at all, though this is often belied by her sharp tongue. When she is observed people are often struck by her unusual appearance. Her hair is jet black and seems a little out of her control. Her skin is a dark brown and only her hazel/green eyes and very slightly pointed ears are evidence that she is not 100% Mwangi.
Balani