About Raman Sanjihartna
Smite :: 1/1 remaining
LoH (1d6) :: 4/4 remaining
Scenario Temp Items:
~ Raman is a striking young Vudrani woman with an intense gaze. The bright painted dots and jewels on her forehead and face—along with the signet ring on her finger—proclaim her station … that of a daughter among the lower ruling caste. Unlike many of her station, however, Raman maintains a utilitarian bearing and keeps her long, black hair in a practical ponytail. Her clothes are similarly simple and practical, and they reflect the style of her people … comfortable, flowing silk pants and shirts of various colors. And while her clothes reflect the sensibilities of the atanaprattas, her well-tended armor and weaponry—especially the recurve horn longbow she keeps at-hand—shows an appreciation for the ways of the padaprajnas. ~
Raman Sanjihartna (121383-2)
Str 14, Dex 16, Con 12, Int 7, Wis 12, Cha 16
Init +3; Senses Perception +5
hp 18 (2d10 [10,5] + 2 con)
BAB +2; CMB +4
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Explore, Report, Cooperate (Wounded Wisp): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find (Wounded Wisp): You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Alkenstar Prototype (Sovereign Court Faction; Segang Expedition): Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol (Pathfinder RPG Ultimate Equipment 45-46) and 20 paper cartridges (Ultimate Equipment 42). you must relinquish this firearm (or whatever fragment of it remains, if destroyed) and any leftover ammunition at the end of the scenario. The firearm is modified by one of the following effects of your choice.
Ragdya’s Blessing (Segang Expedition): Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
The Court Grows (Count Falcon Matsanda; Sovereign Court; Segang Expedition): You have impressed an influential aristocrat from Alkenstar and taken a important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea Region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar, acquire any one item worth 150p or less (400gp or less if you earned this boon in Subtier 4-5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.
Feats Point-blank Shot, Precise Shot, Rapid Shot
Skills (6 total = 4 paladin, -2 int, +2 Skilled, +2 favored)
Languages Taldan, Vudrani
Worn: Vudrani traveler’s clothes, family signet ring, wooden holy symbol (Gruhastha), mwk chain shirt, mwk buckler, mwk darkwood composite longbow (+2 Str), dagger, scimitar, cold iron morningstar, 2 quivers (arrows x20, blunt arrows x10, cold iron arrows x10), 2 acid flasks, 2 alchemist’s fires
Beltpouch: flint and steel, monies (239g)
Masterwork Backpack: wand of cure light wounds (30 charges), soap, waterskin
Mule: bedroll, Extra Quivers (43 arrows, 10 blunt arrows, 40 cold iron arrows)
Raman was raised as one of five daughters to a lower member of the Vudrani ruling caste. She was most privileged, and her parents were intentional about teaching her the role of the privileged within a society. Unfortunately, the girls —also due to their position in the world—also got insight into the twisted and destructive ways of the darker side of the nature of power and those who wield it.
Father always wanted a boy, all he got were girls. Raman, his second-to-youngest, grew up athletic, competitive, and in nearly every way a tom-boy … and her father embraced it. He indulged her desires to learn sports and martial pastimes. He also took her on his travels, teaching her the value of understanding someone else’s role and perspective.
- continue building out -
Game History & Chronicles:
— Prestige expenses: Wand of CLW (2)
Chronicle #1 :: Wounded Wisp (PBP)