LN Half-elf Ranger 2 | HP 11/16 | AC 19/16 (11 T, 18 FF) |F+4, R+4, W+2 (see full stats for conditionals)| Per +12, LLV | Wounds: 0 | Sanity: 30/34 Threshold: 2 Edge: 17
About Ryzel Cain
The general demeanor of this half-elven woman is that she has seen some s#&#, and it has left her joyless and grimly efficient. It's hard to imagine her smiling at much of anything. Everything about her at first glimpse speaks to utilitarian efficiency-- her dark hair, greying at the temples, pulled back into a tight braid; the efficient way her various gear is stashed around her person, bespeaking a system worked out over years; and the short, laconic, pull-no-punches nature of her speech. Old, faint scars twist across her callused hands, speaking to a violent past as well.
If she was always this way-- hard to say. She seems to sink into her own thoughts often, staring off at something in the room that nobody else sees, and when she rouses herself from these states seems to desperately need distracting, throwing herself at whatever presents itself with a sudden intensity and faux-enjoyment-- whether that's available drink, a copious amount of food, a meaningless liaison, or the brief adrenaline rush of the chance to gamble. At such times, she might smile, though something about it seems a bit manic and desperate.
The rest of the time, she reverts to that unsmiling, brusque professional. There's rules, and if you break enough of them, her attitude suggests you'll be a problem she feels she has to deal with. The general demeanor and meticulous habits of caring for her gear and her person suggest possibly some sort of militaristic background, or at the least, someone who professionally manages crises.
Female half-elf ranger 2
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +12
AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)
hp 16 (2d10+4)
Fort +4, Ref +4, Will +2; +2 vs. enchantments, -2 vs. distraction ability of swarms, and mind-affecting effects, +2 vs. fear
Speed 30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks combat style (weapon and shield[APG]), favored enemy (humans +2)
Str 16, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Focused Discipline[ISWG], Shield Focus, Skill Focus (Perception)
Traits pugnacious, surprise weapon
Skills Acrobatics -4 (-8 to jump), Climb +2, Handle Animal +4, Heal +6, Knowledge (dungeoneering) +5, Knowledge (geography) +4, Knowledge (nature) +5, Perception +12, Ride +0, Stealth +0, Survival +6, Swim +2; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, haunting regret, track +1, wild empathy +2
Combat Gear antitoxin, healer's kit (6 uses remaining); Other Gear scale mail, mwk heavy wooden shield, crossbow bolts (20), light crossbow, longsword, bedroll, cat-skin boots, flint and steel, hemp rope (50 ft.), lantern, masterwork backpack, mess kit, soap, sunrod, weapon cord, blanket
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Likes: Having things neat. Things going according to plan. Strong drink. Spicy food. A wager. Things that numb the pain, or distract from it. Problems that can be punched into submission.
Dislikes: Smartasses. People who like to find loopholes, or play word games, and think they're so bloody clever. Equipment being unreliable or breaking. Threats to children.
-Physically restless-- the type to pace, or do push-ups, if she's forbidden from other exercise.
-Tends to feel most humans are both 'bloody young and also bloody annoying.'
-Among the possessions the asylum presumably confiscates is a locket portrait of a little girl, and a pair of dice, as the only non-utilitarian items present.
Phobias People disappearing on her, losing things, becoming lost-- a recurring nightmare is being in a house looking frantically for ... someone? something? she can't remember, but knows it's very important-- and racing outside, blindly moving into a dark forest in search of the-- whatever it is-- and then becoming lost herself, and being unable to find her way back to the house.