About RajniVital Stats:
HP: 51
Height: 5'7" Weight: 95 lbs Speed: 40 ft. Birthday: 18th of Sunsheight Racial Traits:
Native Outsider Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. Darkvision: Fetchlings can see perfectly in the dark up to 60 feet. Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light. Traits:
Reactionary: You gain a +2 trait bonus on initiative checks. Wanderlust: Treat your base land speed as 10 feet higher when determining your overland speed. Saves:
Fort: +7, Reflex: +10, Will: +1 Skills:
(FC +6 skill points) Handle Animal +10 Intimidate: +10 Knowledge(Nature): +9 Perception: +8 Sense Motive: +8 Stealth: +16 Survival: +8 (+10 to follow/identify tracks) Feats:
Endurance: You 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; Constitution checks 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. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Your ranged attacks can damage swarms and ignore miss chances from spells or magic effects (such as blink, blur, and mirror images). 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. Weapon Focus(Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon. Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow. Ranger Features:
Favored Enemy(Dragon): Gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Favored Enemy(Orc): Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this type. Likewise, you get 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. Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (+6): 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. Combat Style: Archery Favored Terrain(Mountain):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). Equipment and Possessions:
Endless Ammunition Composite Longbow +2 Ring of Protection +1 Belt of Incredible Dexterity +2 Mithral Shirt Explorer's Outfit Masterwork Backpack Belt Pouch Canteen Gear Maintenance Kit Grappling Arrow (5) Spider Silk Rope 50 ft. Hunting Knife Waterskin Wooden Brush Bone Hair Combs large tent bedroll 3 extra pillows 4 winter blankets rations (20 days) change of clothes heavy hooded cloak flint and steel Compass 2 torches flower scented soap waterskin Washcloth and towel Shovel mess kit bag of holding type II 346P 194G Combat:
Init:+7 AC: 20, T: 16, FF: 15 BAB: +6/+1 CMB: +8, CMD: 24 Longbow: +12/+5 atk, 1d8+2 dmg/x3 Shamara:
Small Leopard Init: +10, Senses: Low-Light Vision, Perception: +7 AC: 19, T: 18, Flat-footed: 14 HP: 20/20 Fort: +6, Ref: +9, Will: +2 Speed: 50 ft. Bite: +4 atk, 1d4+1 dmg plus trip
Base Atk: +2, CMB: +2, CMD: 18 Abilities: Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6 Feats: Great Fortitude, Improved Initiative Skills: Acrobatics +5, Acrobatics (Jump) +13, Climb +1, Perception +7, Stealth +9 Link: A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Tricks: Attack, Come, Defend, Down, Guard, Heel, Seek, Aid Background:
Orphaned at a young age, Rajni had to learn to fend for herself early on. She seemed to have an almost natural talent for tracking and hunting the smaller animals in the wild, and was noticed quickly by the Ranger's Guild.
The Guild Hall however, was not a place the leaders felt appropriate for someone of her tender age. Unable to find any living relatives, the guild leaders had to find someone willing to take in young Rajni and train her so that her skills might be honed for their use. Finding someone to take her in proved to be difficult though, and so she had to stay in the Guild Hall...until someone was found to take her anyways. Losing her parents when she was seven years old, having to live in the wild, killing what she could and foraging for the rest was hard on her, but at least she had a sense of freedom. Being stuck in a smelly hall full of grownups always telling her what to do, that was almost unbearable. About two months passed and Rajni celebrated her eighth year. Even though she detested living in the Guild Hall, she did her best to learn all she could. Rajni thought that if she impressed the grown ups enough that they might let her be on her own again, the way she preferred it. Two weeks after she turned eight, a man she'd never seen before came to visit the Guild Hall. All through her training exercises that day, Rajni couldn't help but notice that the man was watching everything she did and at times talking with the Guild Master. During her evening meal the Guild Master approached her with the stranger next to him. Seeing them she set down her utensils and wiped her mouth with a napkin before standing quietly at attention. The Guild Master nodded at her approvingly, "As you can see Councilman Farron, even her manners are exceptional for one so young." Feeling a bit uneasy, as if being appraised for a sale, she figits slightly. Farron smiles slightly at the Guild Master, "Yes Eathen, I suppose you're right. I just wonder sometimes about the methods you use to exact such obedience in one as young as this." Eathen looks at him and stammers, "Wh...what? Oh no, no Councilman, we hardly had to do anything at all. This one is very eager to please. With the right guidance I'm sure she could prove to be....quite useful. She's in fine shape, have a look at her for yourself if you'd like." Seeing the now trembling girl before him, he shakes his head and laughs dismissively at Eathen. "That won't be necessary, I trust you Eathen. You've never let me down before. I'll go ahead and take her, I'm sure she'll do just fine. Make sure whatever belongings she has are put into my carriage." Farron takes out a small pouch of coin and hands it to Eathen. Before letting go of the pouch, Farron looks into Eathens eyes, "That should cover any expenses you had to cover for her time here. Be quick about loading my carriage, I need to get back." As Rajni watches the exchange she seems to twitch a little, but stays where she is. Noticing that the girl had not moved, Farron looks at her. Putting a hand on her shoulder he smiles at her, "Go ahead and finish your meal Rajni. It's quite a long way until we reach home and I wouldn't want you to get hungry." Rajni looks up at him, her mouth dry she tries to speak, "Yye...yes sir." She sits back down at the table and quickly finishes her meal. Once she's done, Farron escorts her outside where his carriage waits for them. Her meager belongings having been stowed, they set off for home. In the years that follow, Farron makes sure that Rajni has whatever she needs. Even though she was afraid of him at first, he was able to win her over eventually with his generous nature, humor, and warmth. He taught her what he felt she needed to know, but gave her the freedom she longed for to figure some things out for herself. One of the many things she figured out is that shadow Orcs proved to be quite a challenge, and since one of them was kind enough to leave a nasty scar across her shoulder, she hunts them almost exclusively.
A few days aftger turning twenty-two, her father calls into his office. Farron is seated behind his desk, a pleasant smile on his face. Even though fifteen years had passed, it seems to have had little effect on the man's appearance. He still had the same midnight black hair, and smooth face that he did upon their first meeting.
She looks down at her hands as they start to shake, "Yye..yes father, I am your daughter. I...I just don't know if I'm ready for something like that yet."
She stands there for a moment, stunned that he knew what she had been doing while his back was turned. He did things like that sometimes though. It was what most often led to her getting caught when she was doing something that he found...displeasing. She had the marks on her legs and backside to remember those times by. She shakes her head to rid herself of the memories and nods again before answering him, "Yes..father." She turns and runs to the safety of her room and Shamara. Once she has everything she needs packed in her bag, or strapped to her person, she puts on her hooded cloak and scratches Shamara behind the ears. "C'mon girl, we have a job to do." Rajni leaves their home, with Shamara padding silently next to her. Appearance:
The old RajniHer skin is dark, almost the color of onyx. She remains mostly covered by her layers of black clothing, and black hooded cloak. While she has her hood up around her head and face, the only thing that can really be seen are her eyes that glow an eerie blue color and have no pupils, part of her face, and maybe a few stray locks of her violet colored hair. Other than that, with the clothing she wears it's hard to make out her exact form. It is obvious from the way that she carries herself, as well as her long bow that she is an experienced hunter.
The new and improved Rajni Without all the layers of clothing, she does appear to have some kind of shape. While somewhat petite at her slight height of 5'7", she has an athletic build that speaks of years of training. She has some slight curves, but nothing overwhelming. Being little more than 95 pounds...her bust isn't that large, but she does have a nice shape to her slight figure. The clothing that Asha and Priya picked out for her actually accentuate her curves nicely, while not drawing too much attention to any one place. She only uses the cloak after dusk, and only if it's cold enough to do so. She is able to manage her own shoulder length hair easily enough with the hair combs, and usually has part of it twisted and pulled back to keep out of her delicate face. Usually near her is her beloved Black Leopard, Shamara. Rajni considers Shamara to be like a companion more than a pet and her one friend. She has had her since her "father" brought Shamara to her as a kitten. Shamara is an all Black Leopard with dark gold eyes, that at times seem to glow in certain lighting. She is well muscled for only being about 3ft high and always looks ready for the next hunt. |