Lady Andaisin

Minuraieth's page

22 posts. Alias of DMRaven.


Full Name

Minuraieth "Min"

Race

Hagspawn (High Elf, Night hag)

Classes/Levels

Ranger 1

Gender

Female

Size

Medium

Age

19

Special Abilities

Hero Points: 2

Alignment

Neutral

Deity

The Huntress

Languages

Common, Aklo, High Elvish

Occupation

Soldier

Strength 8
Dexterity 14
Constitution 8
Intelligence 12
Wisdom 17
Charisma 15

About Minuraieth

Appearance

Spoiler:
The first thing many notice about Min is that she is very tall for someone of her age and gender. She stands at near 6' 8”. Her skin is incredibly pale although it takes on a pale purple hint during the night. Her hair is black and unruly, often sticking up at odd angles each morning. Her eyes are a pale grey with flecks of red. During the night, the flecks seem to grow larger and give her eyes sometimes reflect red in the sudden light. Min's slender hands end in long, hard nails that she keeps well groomed. However, despite the grooming her nails take the form of dark claws at the tips of her fingers. The only other two features of note are the black, custom made glasses she wears and the curving snake tattoo around her right eye. The snake is one of the symbols of the hunting goddess she worships. Min is never seen without the black-wooden crossbow she carries slung on her back. The weapon is comically large with serpents engraved down its length.

1st: Ranger, Lore (combat style feat: Daunting strike), Favored Terrain (forest), Sixth Sense, spellcasting, wild empathy, favored class bonus: Favored Enemy (uncivilized)

Minurraieth “Min”
Female Hagspawn Ranger 1 Age 19
Neutral Humanoid (Civilized)
Init +2; Perception +9

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DEFENSE 

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AC 16, touch 15, flat-footed 13 (+3 armor, +2 dex, +1 Wis)

HP 9 (1d10-1)
LW: 4 (DC 20 or -1), HW: 2 (DC 25 or -3)

Fort +1, Ref +4, Will +3, Intu +4

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OFFENSE 

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Speed 30 ft. 
[20 ft, currently under medium load]
Melee Claws +3 (1d6-1)
Ranged large heavy crossbow +4 (2d6+5/19-20) OR
large heavy crossbow +4 (2d6+5/19-20) and shaken 1 minute (DC 16)
Space 5 ft., Reach 5 ft., Range 120 ft.
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SPECIAL ABILITIES
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Spoiler:

Powerful Build (Ex): Although Medium sized, the physical stature of half-giants lets them function in many ways as if they were one size category larger. A hagspawn treats his size as Large when calculating CMB and CMD, and when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A hagspawn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of most powers and spells that change the subject’s size category, but not with the Giant’s Stance feat.

Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. You roll 1d20 and add your ranger level and your 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, you and the animal must be able to study each other, which means that you 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 may take more or less time. Magically-summoned or controlled animals will only attack you if the caster succeeds at a power check (1d20 + caster level + Charisma modifier) opposed by a Wild Empathy check made as an immediate action. This does not apply to celestial or fiendish animals unless you have the appropriate favored planar terrain. At 17th level, no animal or plant will attack you, even if magically-controlled (although this protection does not extend to your companions). You can use this ability to influence magical beasts with an Intelligence score of 3 or less, but you take a –4 penalty on the check. You can influence vermin by taking a –8 on the check, and plants by taking a –12 on the check. These modifiers apply to attempts to avoid attacks by summoned or controlled vermin, magical beasts, or plants as well.

Favored Terrain (Forest): You gain a +2 competence bonus to initiative, perception, athletics, stealth and survival when in forests. You can use stealth even if the terrain doesn't grant cover or concealment. You may also use stealth while observed. You ignore movement impediments caused by undergrowth. You may speak with animals at will when in the forest.

Favored Enemy (Uncivilized humanoids): You gain a +1 insight bonus on bluff, knowledge, perception, and survival checks against uncivilized humanoids. Likewise you gain a +1 specialization bonus on attack and damage rolls against such creatures.

Keen Senses (Ex): Elves receive a +2 racial bonus on Perception skill checks and on Disable Device checks to search for secret doors. They receive passive search checks to notice secret or concealed doors within 5 ft.


Spellcasting
Spoiler:

Spellcasting: Casting: [Spontaneous]
Caster level: 1
Spell Capacity: 1st
Spells per day:
1: 3
Spells Known:
0: 3
1: 2 [1 bonus]
0: (DC 12) Endure elements, know direction, Seeker
1: (DC 13) Cure light wounds

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STATISTICS
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Str 8, Dex 14, Con 8, Int 12, Wis 17, Cha 15, Comeliness 14, Social Status 8 (Private)

Base Atk +1; CMB +1 (+1 bab, -1 str, +1 size) Finesse weapons: +4 (+2 dex, +1 bab, +1 size)); CMD 14 (+1 bab, -1 str, +2 dex, +1 size)

Feats: Sixth Sense (Ranger), Weapon Finesse (Race), Daunting Strike (Lore), Precise Shot, Canny Defense (switched out medium armor)

Skills: Perception +9, Endurance +3 , Survival +7, Bluff +6, Handle Animal +6, Heal +7, Stealth +6, Disable Device +5, Craft (Toxicology) +5

Non-ranked skills: Diplomacy +2


Racial Modifiers: Primary: High Elf, Secondary: hag (night) +2 wis, +2 cha, -2 con , Claws, Racial feats: Powerful build (large for CMB,CMD, claws, weapons), Graceful Warrior; Racial traits: Darkvision (60 ft), Keen senses


Languages: Common, Aklo, High Elvish

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GEAR/POSSESSIONS 

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Location: On Person
Carrying Capacity Light: light 26 lbs, medium 27-53 lbs, heavy 54-80 lbs.
GP: 10 GP
Weapon: [100 gp] Large Heavy Crossbow: 2 handed, range 120 ft, 2d6+5/19-20, reload move action (provokes opportunity attacks)
Armor: [25 gp] Studded Leather
--2x scroll of Gravity Bow [50 gp]
-- Potion of Cure Light Wounds [50 gp]
Bolt Case [2gp]
--bolt (18)2lbs. [2gp]
--1 bolt poisoned with DC 11 venom 1d2 Con, frequency 9
--1 bolt poisoned with DC 9 venom, 1d2 Con, frequency 6 rounds

Total Weight: 42 lbs.

Location: On animal: Jack, Mule -8gp
Saddlebags 2lbs. [4gp]
--Bedroll 2lbs. [1 sp]
--Waterskin 4lbs. [1gp]
--bolts (40) 4lbs. [4gp]
--Cage (tiny) with tiny viper (Sarah) 8lbs. -10 gp (5gp cage, 5gp viper)

Total Weight: 20 lbs.

Background:

Spoiler:
Minuraieth was found as a baby on the doorstep to the a small temple located a day's journey from the nearest town. The temple was devoted to a minor goddess of hunting. As a result, the temple resembled more of a wooden hunting lodge than a typical place of worship. The keepers of the temple were mostly human and raised Min as a ward. They were unaware of her parentage although it is obvious the girl is 'touched' in some way.

Min grew especially attached to a former sniper, Jack Malwyl, from Balvora who moved to the temple in South Estren upon retirement to spend time with his friend, an old priest who ran the place. Jack was the one who saved Min from her mother when she chose to follow the call. Min had no desire to take part in the rituals and had been, luckily, followed and tracked by Jack. He rescued the girl that he considered a daughter from the night hag that had spawned her.

After learning of her origins, Min decided to leave the temple. She wants to heed her own call to travel, to see some of the world. And possibly to make up for some of the harm that her mother's evil has caused. Since Jack was a former military man, she decided to follow in his footsteps.