Adowyn

Sahiea of Mierani's page

2 posts. Alias of Delightful.


Full Name

Sahiea of Mierani

Race

| HP: 12/12 | AC: 16, T: 14, FF: 12 | CMB: +2, CMD: 16 | F: +3, R: +6, W: +2 | Init: +4 | Perc: +6

Classes/Levels

| Speed 30 Ft.| Active Conditions: None

Gender

Female CG Human Ranger 1

Size

Medium

Age

18

Special Abilities

Favored Enemy (Fey +2), Wild Empathy +0 

Alignment

Chaotic Good

Deity

Ketephys

Location

Riddleport

Languages

Common, Elven, Sylvan

Occupation

Hunter and Leatherworker

Strength 13
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

About Sahiea of Mierani

Character Sheet:

Sahiea of Mierani
Female Human Ranger 1
CG Medium Humanoid (Human) 
Init +4; Senses Perception +6
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Defense
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AC 16, Touch 14, Flat-Footed 12 (+4 Dex, +2 Armor)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +2
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Offense
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Speed 30 Ft.
Melee Elven Branched Spear +2 (1d8+1/x3)
Ranged Longbow +5 (1d8/x3) 
Special Attacks Favored Enemy (Fey +2) 
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Statistics
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Str 13, Dex 18, Con 12, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 16
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Skills (+6 Ranger, +1 Int, +1 Skilled, +2 Background = 10 Ranks)
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Climb +5 (+1 Rank, +1 Str, +3 Class)
Craft (Bows) +5 (+1 Rank, +1 Int, +3 Class)
Craft (Leather) +5 (+1 Rank, +1 Int, +3 Class)
Handle Animal +3 (+1 Rank, -1 Cha, +3 Class)
Heal +6 (+1 Rank, +2 Wis, +3 Class)
Knowledge (Geography) +5 (+1 Rank, +1 Int, +3 Class)
Knowledge (Nature) +5 (+1 Rank, +1 Int, +3 Class)
Perception +6 (+1 Rank, +2 Wis, +3 Class)
Survival +6 (+1 Rank, +2 Wis, +3 Class)
Stealth +8 (+1 Rank, +4 Dex, +3 Class)
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Feats
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Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Traits
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Adopted (Elf) (Social): You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

Out-of-Towner (Campaign): You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice, and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you.
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Languages
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Common, Elven, Sylvan

Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium Size: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Adoptive Parentage (Elf): Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ranger Class Features:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): 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 (see Using Skills). 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.

Favored Class Bonus:
Ranger 1 (+1 Hit Point)

Gear/Possessions:

==Combat Gear==
Leather Armor (10 gp, 15 lbs.)
Elven Branched Spear (20 gp, 7 lbs.)
Longbow (75 gp, 3 lbs.)
Common Arrows (60) (3 gp, 9 lbs.)
Cold-Iron Arrows (20) (2 gp, 3 lbs.)

==Miscellaneous Gear==
Animal-Repellant Sack (1 gp, 1/2 lbs.)
Backpack (2 gp, 2 lbs.)
Bedroll (1 sp, 5 lbs.)
Belt Pouch (1 gp, 1/2 lbs.)
Compass (10 gp, 1/2 lbs.)
Rope (50 Ft.) (1 gp, 10 lbs.)
Trail Rations (5) (25 sp, 5 lbs.)
Traveler's Outfit (1 gp, 5 lbs.) (This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.)
Waterskin (1 gp, 4 lbs.)

==Magical Items==
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Carrying Capacity
Light 0-50 lbs. Medium 51-100 lbs. Heavy 101-150 lbs.
Current Load Carried 69.5 lbs.
Current Wealth 42 GP / 9 SP / 0 CP

Background:

Appearance and Personality:

Age: 18 | Height: 5' 7" | Weight: 120 lbs. | Hair: Strawberry Blonde | Eyes: Green | Build: Lithe and Athletic

Appearance

Sahiea could be considered a pretty young woman if not for her utter disinterest in flaunting her appearance. As is, she has the look of a wild forester with her wiry figure and sun-tanned skin. Her eyes are a vivid green and her hair is an unruly mane of red curls that fall past her waist. Given her rustic upbringing, she is used to wearing practical clothing suitable for the outdoors: usually tunics and cloaks made out of durable leather materials.

Personality
Though a young woman there is a quiet seriousness that hangs over Sahiea. Years surviving in the wilderness have made her pragmatic and task-oriented, with her social abilities not exactly being as sharp as her survival ones. As a consequence, she often prioritizes the practical over frivolous desires and can be impatient with people who are willfully ignorant of nature’s needs and dangers or are incredibly wasteful.

Tellingly, she isn’t quick to trust others, with that being especially true in regard to cityfolk. That said, she isn’t a cold or deliberately anti-social person. When she is amongst people that she trusts, she can be quite warm and supportive, being always willing to use her expertise to help the group. Moreover, she truly values life in all its forms. To her, killing is a grim necessity, one that she takes no relish in even when it can mean the difference between her death or survival.

While she may prefer her wilds to cities that doesn’t mean she’s doesn’t seem worth in the latter. The sear diversity of peoples in cities sets Sahiea’s innate curiosity on fire, and though she tends to observe them from a distance, a part of her yearns to at least understand them better. This is especially true when it comes to the various cultures of humanity of which she has a strained relationship with given her elven upbringing.

Though undeniably human, Sahiea does identify more with her adoptive elven culture that her Ulfen heritage, finding the formers empathize on harmony and patience to be more to her philosophical liking. She proudly worships Ketephys as her patron god and treats The Hunter’s ethos of protecting the wilderness as a sacred mandate that she comes close to heart.