Rennai Barzanslag's page

157 posts. Alias of Rennaivx.

Full Name

Rennai Barzanslag




Infiltrator corpse hunter skirmisher ranger 3








True neutral


Dwarven pantheon


Common, Dwarven



About Rennai Barzanslag


Rennai was raised in Five Kings Mountains, but is currently disgraced and in exile. Her parents, both prominent social figures, were secretly leaders of a cult of Urgathoa, seeking transformation into powerful undead forms.

Rennai and her siblings were the final step of their plan. One night, the children awoke to find themselves being shepherded into the dining hall of their home. Each child was attended by a supplicant, but Rennai, as the oldest, was held by her father. When she saw the knife flash in each cultist's hand, she shrieked, but she could do nothing to forestall the horror that followed. The supplicants' hands darted back and forth, and with each stroke, the flesh of their victims parted in another gruesome wound, their clothing torn to ribbons by the blades.

Rennai could feel herself weakening as her life's blood flowed freely, and as the necromantic energy suffused her body, she gathered herself for one last act of desperation. The blade in her father's hand descended again, and Rennai took the only chance she had left. With a strength borne of despair, Rennai reached for her father's hand, wrested the knife away. His now-empty hand went for her throat, and she ducked away, swinging the knife above her downturned head and praying to all the gods for a stroke of luck. A warm spray covered her, and she looked up to see the knife lodged in his chest. She turned immediately to the others, but it was too late. The supplicants completed their ritual with a powerful stab through each victim's heart, and began to twist and writhe in their dark transformations.

She ran, and was found sobbing in a corridor, still holding the blood-covered knife. The ones performing the ritual had vanished without a trace - all that was left in the family home was the corpses of her father and siblings, each bearing knife wounds. Rennai's pleas of innocence were ignored, her wounds assumed to be the product of her father's last fruitless defence; she was cast out from her home, with her name changed as a sign of her disgrace.

Forced to learn to survive outside society, Rennai quickly learned from a human trapper who took her in and taught her hunting, tracking, and bowmaking. She has one constant companion - a wolf named Conri she befriended as a cub and has the makings of a formidable ally. She still nurses a special hatred against the undead, and hones her skills so that she may stand a chance one day of avenging her siblings' deaths. She has heard stories of strange necromantic occurrences surrounding the town of Harper's Bay, and she comes to town hoping for the next clue in her search - she has her father's blood on her hands already, so why not add her mother's?

Appearance and Personality:

Rennai has been exiled for over twenty years. Being on the fringes of society for so long, social niceties are no longer her strong suit. The deaths of her brother and sisters continue to weigh on her as well, giving her a dour countenance even for a dwarf. She is still essentially kind, however, if a bit gruff.

Of all her isolation-induced oddities, however, the strangest to most is her almost-obsessive adherence to the religious rituals of the gods of the dwarven pantheon. She has worked holy symbols and etchings of historical narratives into her bow; she invokes this god or that in conversations nearly constantly; she observes the holy days with fervor. Her faith is the one thing she still has from home; she does not even know if her gods still listen to her in her exile, but no one can stop her from reaching toward them.

Rennai stands four feet tall and weighs 169 pounds. Her hair is dark red and roughly shorn just below her shoulders, as if cut with a dagger and not a whit of concern or caution. Her prize possession is an intricately worked composite longbow with symbols of each of the many dwarven gods worked into the design.


Name Rennai Barzanslag

Basics Female Dwarf Ranger 3

Alignment, Size, Type N Medium humanoid (dwarf)

Speed 20 feet


Initiative +5 (+3 DEX, +2 trait)

Perception +7 (1 rank, +3 class skill, +3 WIS; +2 for stonework; +2 v. undead

Special senses: Darkvision 60 feet


AC 10 (touch 10, flat-footed 10)

(+3 dex, +6 armor, +1 natural)

HP 34 (10+6+6 class, 3+3+3 CON, 1+1+1 favored class)

Fortitude +6 (+3 class, +3 CON; +2 v. poison/spells/SLA except necromancy; -2 to saves v. undead)

Reflex +6 (+3 class, +3 DEX; +2 v. spells/SLA; -2 to saves v. undead)

Will +4 (+1 class, +3 WIS; +2 v. spells/SLA except necromancy; -2 to saves v. undead; +2 to saves v. fear)


Melee attacks

Dwarven dorn-dergar +6 (+3 BAB, +2 STR, +1 MW); 1d10+2/x2
Dwarven dorn-dergar (Power Attack) +5 (+3 BAB, +2 STR, +1 MW, -1 PA); 1d10+5/x2

Ranged attacks

Composite longbow +7 (+3 BAB, +3 DEX, +1 MW); 1d8+2/x3


Strength: 14

STR +2

Dexterity: 16

DEX +3

Constitution: 16

CON +3

Intelligence: 10

INT +0

Wisdom: 16

WIS +3

Charisma: 8

CHA -1

Base Attack Bonus: +3

Combat Maneuver Bonus: +5 (+3 BAB, +2 STR)

Combat Maneuver Defense 18 (+3 BAB, +2 STR, +3 DEX)


Once Bitten, Twice Shy: +1 to Fortitude saves, +1 natural armor, -2 to saves v. undead

Reactionary: +2 to initiative

Abject Belief: +2 to saves v. fear

Overprotective (drawback): when ally is unconscious from hit point damage, take -2 to attacks and skill checks when further than ten feet from them


Point-Blank Shot: +1 to attack/damage on ranged attacks within 30 feet
Precise Shot: fire into melee without penalty
Rapid Shot (ranger combat style): make one extra attack at highest Base Attack Bonus as part of full attack action
Endurance (ranger bonus feat): 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.
Power Attack (taken with drawback): can take -1 to attacks in exchange for +3 to damage

Spell Vulnerability (major drawback): -2 on saves v. necromancy spells


(6+2/level; 6 class, 0 INT, 0 race, 2 background)

Climb* +8 (3 ranks, +3 class skill, +2 STR)
Craft (weapons) +5 (1 background rank, +3 class skill, +1 INT)
Craft (armor) +5 (1 background rank, +3 class skill, +1 INT)
Handle Animal +6 (3 background ranks, +3 class skill, +0 CHA)
Heal +8 (3 ranks, +3 class skill, +2 WIS)
Knowledge (geography) +5 (1 background rank, +3 class skill, +1 INT)
Knowledge (religion) +7 (3 ranks, +3 class skill, +1 INT)
Perception +8 (3 ranks, +3 class skill, +2 WIS)
Stealth* +9 (3 ranks, +3 class skill, +3 DEX)
Survival +8 (3 ranks, +3 class skill, +2 WIS)

Armor check penalty: -3

* denotes ACP-affected skill


Common, Dwarven

Racial Characteristics:

Slow and Steady: speed 20 feet, never modified by armor or encumbrance
Craftsman: +2 on Craft/Profession checks related to metal or stone (replaces greed)
Defensive Training: +4 dodge bonus to AC against giants
Hardy: +2 to saves v. poison, spells, spell-like abilities
Stability: +4 to CMD to resist bull rush or trip while standing on ground
Stonecunning: +2 to Perception checks to notice unusual stonework, automatic check for it when within 10 feet
Hatred: +1 racial bonus on attacks v. orcs, goblinoids
Weapon Familiarity: proficient with battleaxe, heavy pick, warhammer; treat all weapons with "dwarven" in name as martial

Special Abilities:

Favored Enemy (undead): +2 to Bluff, Knowledge, Perception, Sense Motive, Survival, attack, damage v. undead
Tracking: +1/2 level (+1) to checks to follow tracks
Wild Empathy: can make check (1d20+level+CHA) to adjust attitude of animal (see Diplomacy)
Ranged Combat Style
Adaptations: +2 to Will save for 30 minutes/day (usable in 10 minute increments)
Solitude Subdomain - Taboo: when enemy touches or makes melee attack, can impose -1 penalty to all saves for one minute, 6/day

Conri (wolf animal companion):


One night, soon after her exile, Rennai made camp in a thick wood. While sitting at her fire, Rennai heard a faint whimper. Following the noise, she found a small wolf, barely more than a pup, with several bleeding bite and claw wounds and no other companions in sight. From the tracks, Rennai figured out that the wolf had gotten into a fight and come off the worse for it, left behind by his pack mates. Rennai reached out for the canine, and when he offered no resistance, she carried him back to her camp, tending to his wounds and offering him part of the small stag she had managed to shoot that afternoon. Since then, the wolf has been Rennai's constant companion.

Appearance and Personality

Conri stands about three feet tall at the shoulder, and still has the oversized paws and gangly limbs of a pup quickly growing into its adult body. His fur is a dark grey tinged with black, and his eyes are dark and intelligent.


Name Name Placeholder

Basics Female Human Commoner 1

Alignment, Size, Type N Medium humanoid (placeholder)

Speed 0 feet


Initiative +0

Perception +0

Special senses: Sense placeholder


AC 10 (touch 10, flat-footed 10)

(+0 dex, +0 armor, +0 shield)

HP 0

Fortitude +0




Melee attacks

Weapon +0 (damage/critical range)

Ranged attacks

Weapon +0 (damage/critical range)


Strength: 10

STR +0

Dexterity: 10

DEX +0

Constitution: 10

CON +0

Intelligence: 10

INT +0

Wisdom: 10

WIS +0

Charisma: 10

CHA +0

Base Attack Bonus: +0

Combat Maneuver Bonus: +0

Combat Maneuver Defense 10


Feat name: (feat description)


(0/level; 0 class, 0 INT, 0 race, 0 background)

Skill name +0



Special Abilities

Ability name: (ability description)


Light load maximum: 33 lb

Medium load maximum: 67 lb

Heavy load maximum: 100 lb

Lift off ground maximum: 200 lb

Drag maximum: 500 lb

Current weight carried: 80 lb

Exotic pack saddle (15 gp) (20 lb)
Animal feed (6 days) (3 sp) (30 lb)


Light load maximum: 58 lb

Medium load maximum: 116 lb

Heavy load maximum: 175 lb

Lift off ground maximum: 350 lb

Drag maximum: 875 lb

Current weight carried: 93 lb
Always-on-person weight: 60 lb

Money: 208 GP 5 SP 0 CP

Always on person:
Masterwork composite longbow inscribed with dwarven runes and images of dwarven pantheon (+2 pull) (600 GP) (3 lbs)
Quiver with 20 durable arrows (20 GP) (3 lb)
Masterwork dwarven dorn-dergar (350 GP) (15 lb)
+1 breastplate (1350 GP) (30 lb)
Undead slayer's kit (wood holy symbol, necklace of garlic, hammer, wood stake, two flasks of holy water, one sunrod, one potion of lesser restoration, one potion of protection from evil) (402 GP) (7 lbs)
Beast whistle (canine) (5 GP) (-)
Masterwork survival kit (+2 circumstance bonus to Survival) (50 GP) (5 lb)

In pack:
Ranger kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, trail rations (1 day), waterskin) (9 GP) (18 lb)
Gear maintenance kit (5 gp) (2 lb)
Fishing tackle (20 GP) (5 lb)
Gallon skin of dwarven stout ale (2 sp) (8 lb)