Lictor Darcyne Wrens

Najia's page

1 post. Alias of Ariarh Kane.


Full Name

Najia

Race

Human (Mazanian)

Classes/Levels

Ranger (Amazon) 1

Gender

F

Size

M

Age

20

Location

Mazania

Languages

Mazanian, Shom, Susrahnite

Strength 13
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 14
Charisma 12

About Najia

Pronounced NAA-JH-iyaa.

Mazanians:

Mazanian
Deep in the southern jungles rise the moss-grown palisade walls of the Mazanians, a matriarchal society whose female warriors raid into the surrounding lands for male slaves. The jungle kingdom is ruled by the black sorcerer-queen of Boma-Ya, the forbidden city of the amazons.
Appearance: Female Mazanians are all stunningly beautiful, since all girls with the slightest physical flaw are quickly abandoned in the jungle. These copper-skinned warriors are not shy about using their charms to distract male opponents.
Religion: The gods of the Mazanians are not well-known. Some say they worship female snake-beings, others that their queen is the thrall of a male demon-god.
Culture: Mazanians are invariably Savages, but some Civilized individuals might exist among their upper classes.
Language: Mazanian, plus Shoma as a bonus language.
Racial Traits: +2 racial modifier to Charisma; +2 racial bonus to Heal and Intimidate skills; Improved Feint and Two-Weapon Fighting as bonus feats.

Amazon:

Amazon (Ranger archetype)

«As she stood before me without moving, she might have
been a woman of Rome or Pompeii, sculptured in black
marble by a statuary of the Latin decadence. She wore a look
that was both demure and sensual, an expression full of
cryptic poise allied with great sweetness.»

— Clark Ashton Smith: The Venus of Azombeii

Amazons are female warriors hailing from a matriarchal
society. Famed for their beauty, they keep men as servants and
slaves. In the World of Xoth, the jungle kingdom of Mazania is
a well-known home of such amazons.

Manslayer (Ex): An amazon can (and must) choose
«(Human) Males» as her first favored enemy.

Terrible Charge (Su): When mounted and wearing
a dress of peacock feathers, the amazon can scare her
opponents' horses during a charge. This works as a scare spell,
usable once per day (affects a minimum of 1 target). This
ability replaces Wild Empathy.

Distracting Beauty (Ex): When unarmored and
unencumbered, the amazon adds her Charisma bonus (if any)
to her AC and her CMD. These bonuses to AC apply even
against touch attacks or when the amazon is flat-footed. She
loses these bonuses when she is immobilized or helpless, when
she wears any armor, when she carries a shield, or when she
carries a medium or heavy load. This ability replaces Hunter's
Bond.

Cultural Archetype : Savage:

Savages include warriors from the frozen north and witch-doctors from the snake-infested jungles of the south. Savages tend to have a close connection with nature, but remain ignorant of many developments that more civilized people take for granted.

Savages have the following cultural traits:

Ability Adjustment: +2 to Strength

Sturdy: Permanent benefit as per the endure elements spell (select either cold or heat, as appropriate based on the origin of the savage), and a +1 natural bonus to Armor Class.

Feral: Savages gain a +2 racial bonus to Perception checks.

Superstitious: Savages suffer a –4 penalty on saving throws against creatures with the frightful presence ability. Exception: If the character has more levels in spellcasting classes than non-spellcasting classes, the character instead casts spells with a +1 bonus to effective caster level.

Najia's Char Sheet:

Statistics

Name: Najia
Gender: Female, Race: Human (Mazanian) Class: Ranger (Amazon) 1
Age: 20

Female Humanoid (Human, Mazanian)
Hero Points 1
Init +2/+3* (*add +1 during surprise round); Senses Perception +8

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DEFENSE
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AC 16; touch 12; flat-footed 14 (+2 armour, +1 shield, +2 dex, +1 natural armour)
hp 23 (8+2+1d10+2+1FC)
Fort +4 (add +2 +against the cold); Reflex +4; Will +2 (-4 vs creatures with frightful presence ability)

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OFFENSE
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Speed 30ft
Melee Stabbing Dagger +2 (1d4+1/x3/P)
Melee Long Staff +2 (1d6+1/20x2/B)
Melee Machete +2 (1d6+1/19-20x2/S)
Ranged Stabbing Dagger +3 (1d4+1/x3/range 15ft/P) (add +1 to attack & damage for Point-Blank Shot)
Ranged Comp. Shortbow +3 (1d6+1/x3/range 70ft/P) (add +1 to attack & damage for Point-Blank Shot)

*Note: Add +1 to damage by all weapons in surprise round

Special Permanent Endure Elements Spell vs hot environment. (From Sturdy cultural trait)

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STATISTICS
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Str 13(+1); Dex 15(+2); Con 14(+2); Int 12(+2); Wis 14(+2); Cha 12(+1) (Ability Modifiers +2 Str, +2 Cha)
BAB +1; CMB +2; CMD 14

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TRAITS
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• Ambush Training (Combat Trait): You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
• Blood Steed (Regional Trait): You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for, within proximity/neighbourhood of its rider (GM amendment to trait), the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense).

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FEATS
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• Point-Blank Shot (Combat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
• Precise Shot (Combat) (Bonus feat for Humans): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
You are skilled at fooling your opponents in combat.
• Improved Feint (Combat) (Bonus from Mazanians): You can make a Bluff check to feint in combat as a move action.
Two-Weapon Fighting (Combat) (Bonus from Mazanians): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

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SKILLS (4+6+1+1=12)
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Level 0 Skills (4):
• Bluff +5 (1 rank)
• Craft (Bows) +7 (1 rank, +2 M/W Artisan Tools)
• Craft (Herbalism: The manufacture of herbal preparations (concoctions, tinctures and salves)) +5 (1 rank)
• Intimidate +7 (1 rank, +2 racial bonus)

Level 1 Skills (8):
• Climb +5 (1 rank)
• Handle Animal +5 (1 rank)
• Heal +8 (1 rank, +2 racial bonus)
• Know. Nature +5 (1 rank)
• Perception +8 (1 rank, +2 Feral racial bonus)
• Ride +6 (1 rank)
• Stealth +6 (1 rank)
• Survival +6/+7 (1 rank, +1 to Track, +1 when using machete to get along in the wild)

LANGUAGES
Mazanian, Shom, Susrahnite

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SPECIAL ABILITIES
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Mazanian Racial Traits: +2 racial modifier to Charisma; +2 racial bonus to Heal and Intimidate skills; Improved Feint and Two-Weapon Fighting as bonus feats.

• From Amazon Archetype: Manslayer (Ex): An amazon can (and must) choose
«(Human) Males» as her first favored enemy. (Favoured Enemy: Human-Ikuna Males)

Terrible Charge (Su): When mounted and wearing
a dress of peacock feathers, the amazon can scare her
opponents' horses during a charge. This works as a scare spell,
usable once per day (affects a minimum of 1 target). This
ability replaces Wild Empathy.

Distracting Beauty (Ex): When unarmored and
unencumbered, the amazon adds her Charisma bonus (if any)
to her AC and her CMD. These bonuses to AC apply even
against touch attacks or when the amazon is flat-footed. She
loses these bonuses when she is immobilized or helpless, when
she wears any armor, when she carries a shield, or when she
carries a medium or heavy load. This ability replaces Hunter's
Bond.

• From Savages Cultural Traits: Ability Adjustment: +2 to Strength

Sturdy: Permanent benefit as per the endure elements spell (select either cold or heat, as appropriate based on the origin of the savage), and a +1 natural bonus to Armor Class.

Feral: Savages gain a +2 racial bonus to Perception checks.

Superstitious: Savages suffer a –4 penalty on saving throws against creatures with the frightful presence ability. Exception: If the character has more levels in spellcasting classes than non-spellcasting classes, the character instead casts spells with a +1 bonus to effective caster level.

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GEAR & EQUIPMENT
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Starts playing with Outfit worth 10gp : Cloth skirt, Vest, Cloak, Sandals, Head scarf, Dress made of Peacock feathers, boots.

Weapons, Accessories & Ammunition
• Dagger, Stabbing: Light simple weapon (melee); cost 4 gp; damage 1d4 (M); critical 20/x3; range increment 15 ft.; weight 1 lbs.; type: piercing. (This slightly curved dagger, also known as the pesh kabz, has a massive handle but ends in a sharp point. With its good solid grip and perfect balance, warriors of Susrah and elsewhere value this dagger for its ability to pierce armor and its increased range when thrown. The karud is a straight-bladed variation of the pesh kabz, with similar statistics.)
• Staff, Long: Two-handed simple weapon (melee); cost —; damage 1d6 ; critical 20/x2; weight 4 lbs.; type: bludgeoning. (The long staff has reach; the wielder can strike opponents 10 feet away with it, but cannot use it against an adjacent foe.)
• Composite Shortbow; damage 1d6 ; critical x3; range increment 70ft, cost 75gp, weight 2 lbs; type: piercing.
• Common Arrows (20); cost 1gp weight 3 lbs.
• Machete; cost 10gp, damage 1d6; critical 19-20x2, weight 2 lbs (+1 to Survival check to get along in the wild); type: slashing

Armour
• Lamellar Cuirass (15gp, +2 to AC, 0 ACP, Weight 8 lbs, DR 1)

Shield
• Klar (a light wooden shield with armor spikes, 12gp, +1 to AC, -1 ACP, Weight 6 lbs, DR 1). Weapon Feature(s): special (Attacking with a spiked shield is like making a shield bash attack. Dmg 1d6/x2/Slashing) )

General Gear & Equipment
• Fur blanket (5sp, 3 lbs)
• Furs/Cheetah Pelts (5gp, 3 lbs, +2 to Fort saves against cold)
• Silk Rope (50ft) (10gp, 5 lbs)
• Masterwork Artisan Tools (5gp, 5 lbs) (+2 circumstance bonus on Craft checks made with them.
• Torches x2, (2cp, 2 lbs)
• Waterskin (1gp, 4 lbs)
• Masterwork backpack (50gp, 4 lbs, When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Whetstone (2cp, 1 lbs)
• Flint & Steel (1gp, - lbs)
• Trail Rations (2 days) (1sp, 2 lbs)
• Jungle herbs (poultices, tinctures etc, 10 uses, crafted herself, 16gp, provides a +2 circumstance bonus on Heal checks, 1 lbs)

For and carried on Blood Steed/Light Combat Trained Horse
• Bit and Bridle (2gp, 1 lbs)
• Dandy Brush (2sp, 2 lbs)
• Saddlebags (4gp, 8 lbs)
• Horse Blanket (5sp, 3 lbs)
• Horse Feed (2 days worth, 1sp, 10 lbs)

Total cost and weight: 261gp 3sp & 4cp out of 300gp & Weight 56 lbs (light load if carrying all (except the horse items) on her person)

(STR 14 Carrying Capacity: Light Load 58 lbs. or less, Medium Load 59–116 lbs., Heavy Load 117–175 lbs.)

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PHYSICAL DESCRIPTION
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Height: Tall: 5'10"
Weight: 133 lbs.
Eye Colour: Deep/Dark Brown
Hair Colour: Dark Brown
Hair length & style: Long, braided.
Skin tone/colour: Copper-skinned
Body/Physique: Toned/athletic build. Beautiful.

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PERSONALITY
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BACKSTORY
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LIGHT, COMBAT TRAINED HORSE: Female, named 'Eshe':

This proud horse thunders across the grassy plain with fluid grace. Her coat is coppery-black in colour.

Light, Combat Trained Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee 2 hooves +4 (1d4+3)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ Combat Trained

SPECIAL ABILITIES

Combat Trained

A combat trained horse can bear a rider into combat and knows the tricks attack, come, defend, down, guard, and heel.

Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn’t go.