Raninr Alford has spent most of her life in the wilds. Her mother was a beautiful elf from Kyonin who, while traveling near the border of Brevoy, was set upon by bandits. Her father, a huntsman and trapper, helped her fight the brigands off and then brought her back to his cabin to tend her wounds. The result was a multi-year dalliance that ended when her mother grew bored of “playing house” in rural Brevoy and returned to elven society.
Her father fell into bitterness and drink and Rani, who had always loved the wilderness, began to spend ever more of her time exploring. One day she just decided not to go home again and never returned. About a year ago she stumbled (literally) across a ruined shrine to Erastil, apparently abandoned for centuries. She was somehow drawn to the shrine (her father had been a worshiper and she knew the basic tenets of the god’s faith) and set about restoring it to its former glory, living in the woods nearby.
One day soon after, Rani came across a wounded foal and nursed it back to health – a little more quickly than should have been possible, leading her to suspect divine influence. After that she began praying to Erastil daily and received more “gifts” from her new patron deity. She has been expanding her territory lately, exploring and tending the wildlands and bringing order to the chaotic domain when she can.
Statblock:
Raninr Alford
Female half-elf cleric (Erastil) 1
LG Medium humanoid
Init +2; Senses Perception +6 low-light vision
Defenses
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
hp 8 (1d8 +0 Con)
Fort +2, Ref +2, Will +5 (+2 vs. enchantment spells and effects)
Immune magical sleep effects
Offense
Speed 20 ft. (30 ft. with light encumbrance)
Melee Wooden Fists -1 (1d3) or
Dagger +0 (1d4-1, 19-20/x2)
Ranged mwk longbow +3 (1d8-1, 20/×3)
Statistics
Str 8, Dex 14, Con 10, Int 12, Wis 17, Cha 14
Base Atk +0; CMB -1; CMD 11
Skills Diplomacy +6, Heal +7, Knowledge (religion) +8, Perception +6, Ride +1, Sense Motive +3, Stealth +1, Survival +8
Languages Common, Elven, Sylvan
Feats Selective Channeling, Skill Focus (Knowledge(religion))
Traits Pioneer, Poverty-stricken
Class Features Aura (Good), Channel Energy (5/day, 1d6, DC 12), Domains (Community, Plant), Orisons/Spells (0=3/day, 1st=2+1/day DC 14)
Granted Powers Calming Touch (Sp) 6/day, 1d6+1; Wooden Fist (Su) 6/day
SQ Elf Blood
Gear mwk longbow, 40 arrows, daggers (x2), studded leather armor, backpack, bedroll, belt pouch, explorer’s outfit, fishhook, flint and steel, healer’s kit, horse (Ahn), silk rope, sack, sewing needle, soap, waterskin, whetstone, winter blanket, wooden holy symbol; 5 gp, 5sp, 8cp (59 lbs, medium encumbrance)
Notes:
Attributes: Took the bonus +1 to Dex and the +2 racial bonus to Wis.
Traits: Took the Pioneer campaign trait and Poverty-Stricken social trait.
Favored Classes: Cleric, Ranger
Skills: Diplomacy +6 (+1 rank +2 ability +3 class), Heal +7 (+1 rank +3 ability +3 class), Knowledge (religion) +8 (+1 rank +1 ability + 3 class + 3 skill focus), Perception +6 (+1 trait + 3 ability +2 racial), Ride +1 (+2 ability -1 acp), Stealth +1 (+2 ability -1 acp), Sense Motive +3 (+3 ability), Survival +8 (+1 rank +1 trait +3 ability +3 class). 2 +1 ability +1 favored class points/level. Skill Focus is a racial trait.
Domain Powers: Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Campaign - 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.
Social - Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.