Hestrig Orlov

Laliytsa Iansoh's page

641 posts. Alias of Feth.


Classes/Levels

Ini +3; HP 35/35; AC 16 T 13 FF 13; Fort+6 Ref +7 Will+3; Perc +10

About Laliytsa Iansoh

Laliytsa (La-leet-sa) Iansoh
Human Trapper Ranger 4
CG medium humanoid (human)
Int: 3 Perception: 10 (11 for traps)
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Defense
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AC: 16 Touch: 13 Flat-footed: 13
HP: 35 (4d10+8)
Fort +6 Ref +7 Will +3
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Offense
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Speed: 30ft
Melee: Masterwork Hand axe +7 (1d6+2/x3)
Cold Iron Hand Axe +6 (1d6+2/x3)
Ranged: +2 Composite Longbow +7 (1d8+2/x3)
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Statistics
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STR 14 DEX 17 CON 14 INT 10 WIS 14 CHA 10
Base Attack: +4; CMB: +6 CMD: +19
Languages: Common
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Feats
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Deadly Aim Deadly Aim : You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.

Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

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Traits and Drawbacks
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Disillusioned: Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion. You gain a +2 trait bonus on Will saving throws against emotion and fear effects.

Pioneer:You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. (Selected: Perception)
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Skills
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Acrobatics:+4[3]
Climb: +5[+4]
Craft: Traps +5
Disable Device: +11
Handle Animal: +7
Intimidate +6
Knowledge (Dungeoneering) +5
Knowledge (Geography) +4
Knowledge (Nature): +6
Perception: +10 (+11 traps)
Ride: +10[+9]
Stealth: +8[+7]
Survival: +9 (+10 to follow tracks)
Swim: +6[+5]

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Special Abilities
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Bonus Feat: Humans select one extra feat at 1st level.

Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Combat Feat At 2nd level, a ranger must select one combat style to pursue. Selected: Archery

EnduranceYou 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; Constitutionchecks 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.

Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
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. (Favored Enemy Chosen: Magical Beast)

Favored Terrain 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 he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
(Favored Terrain: Plains)

Hunter’s Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3. [b]Animal Companion: Horse

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Wild Empathy: 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
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Backstory
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Appearance:
Facemorph
Facemorph1
Height: 5’7
Weight: 140lb
Age: 28

History: Laliytsa was born into a large farming family in the southern region of Brevoy. As the younger sister to 5 brothers Laliytsa demonstrated remarkable aim from a young age; those who teased her would find themselves pelted with nearby objects. Her grandfather Bedin thought it was hilarious. He’d supply her with extra ammo when her parents weren't looking. And when she was old enough to hold a bow the old ranger took her under his wing….only after she made a solemn promise not to shoot arrows at her brothers.

While the majority of the family stayed on the farm year round, Laliytsa would leave in the fall with Bedin and her Uncle Tembor. The trio spent the next few months hunting and trapping animals for their fur. They traveled anywhere from the Gronzi Forest to Restov in the south. As they huddled around the fire at night Bedin would entertain his granddaughter with tales of the old farm that the family had lost. It had been in a beautiful valley with fertile soil that grew ‘the best darn food you’d ever eaten’. Swimming in the Candlemere, outwitting mischievous fey, taming wild horses from the Kamelands; Laliytsa loved his tales. She dreamed of re-claiming the homestead one day.

Laliytsa’s life was changed forever the year she turned 10. They had been headed home after a long winter working when a chill howl split the air. Suddenly the group was attacked by a pair of Elusa Hounds. For the first time Laliytsa had to fight for her life. She watched in horror as the pair tore her uncle apart. She doesn’t remember much of the fight that followed, only coming back to herself when her grandfather dragged her away from the dead hound she was still stabbing. Laliytsa bears both physical and mental scars from the fight.

After that day Laliytsa dedicated herself to protecting people from monsters like that. She apprenticed herself to a family friend, a gnome named Krolmnite who worked as a magical exterminator. Under his tutelage she learned to track problem creatures, to find their weaknesses and exploit them. She struck out on her own at 17 and has spent the past decade making a name for herself. Clearing out a nasty nest of dopplerats brought her to the attention of a powerful noble in Restov. When the swordlords offered her a job in the expedition she jumped at the chance. Here is a chance to make her childhood dream come true and return her family to their lost land.

Personality: Laliytsa is a quiet, steady presence. She doesn't scare or get angry easily. She likes to observe people for a while before making judgments about them. Once someone has won her over she’s fiercely loyal, to a fault. When she’s not working she likes reading, visiting taverns and drawing. She loves to learn about new lands or hear new stories and songs. Laliytas is enamored of her horse, Wild. She fusses over him and talks to him in babytalk. Wild would be fat enough for two horses if the pair wasn't traveling so much.

Laliytsa is the first girl born to her family in three generations. She’s been surrounded by uncles and male cousins her whole life. This really contributed to the fact that she doesn't ‘get’ girly things. The woman who’s comfortable fighting owlbears in a storm turns into a flustered mess when people are talking about boys or makeup or fancy dress. And though she’s been hired by lots of nobles she’s never gotten comfortable around them. Being invited to a ball with a bunch of nobility is pretty much her worst nightmare. She lived it once in Restov and vowed it would never happen again.

Hopes/Dreams

Laliytsa wants to reclaim her family's lost land. It’s her main goal in going on this expedition.

Friends/Enemies
Nasch Iansoh- Laliytsa’s favorite cousin. They’re a year apart in age and spent their childhood playing together. Nasch is a good natured man. He’s good with kids and is always willing to lend a helping hand. Nasch works as a blacksmith for the local village.

Krolmnite- Gnome alchemist and Laliytsa’s former teacher. Krolmnite is a traveling adventurer/monster hunter. The pair traveled all over Brevoy during her training. Krolmnite has a dry sense of humor and a love of things that explode. He likes to play the ‘eccentric scientist’ for his clients but he’s really a very intelligent and calculating person.

Emmala- Emmala is the bard at Laliytsa’s favorite tavern in Restov. The two struck up a friendship while swapping stories. Emmala is an accomplished singer and dancer. She’s saving up her money to buy her own tavern.

Sebastian Witsen- Sebastian ran a crime ring in New Stetven. He kept order in his gang by feeding trouble makers to a tangtal he kept captive. When the tangtal got loose Krolmnite and Laliytsa were called in to track it down. They bagged the beast and traced it to its origins; they lead the city watch to hideout and busted the ring. Sebastian got away and has been plotting ever since.

Horse's Sheet:

Wild
Horse Companion | Level 1
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9
hp 22 (2d8+6)
Fort +9, Ref +8, Will +1
Speed 50 ft.
Melee 2 hooves (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats: Diehard, Endurance, Run,
Skills: Perception +6 , Swim +1, Acrobatics +1
Tricks: Intimidate, Combat Trained