Shoanti Tribeswoman

Seika of the Rushing Waters's page

12 posts. Alias of Ionia.


Full Name

Kebijaksanaan air Seika

Race

Human

Classes/Levels

Ranger

Gender

Female

Size

Medium

Age

16

Alignment

NG

Location

Traveling

Occupation

Caravan Helper, Guide

Strength 14
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Seika of the Rushing Waters

Seika of the Rushing Waters
Female Human Ranger 1
NG medium humanoid (Human)
Init +5; Senses: Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Hide Shirt)
HP 12/12 (d10+2)
Fort +4, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee
Clawed Gauntlets +2 (1d4+2, X2)
Ranged
Composite Longbow +4 (1d8, X3)
Javelin +4 (1d6+2, X2)
Combat Options: Point Blank Shot; Precise Shot; Giant Slayer; Favored Enemy (Ex): Undead +2
Special: Track (Ex); Wild Empathy (Ex)
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Statistics
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Str 12, Dex 17, Con 14, Int 10, Wis 13, Cha 10
BAB +1; CMB +2; CMD 16
Feats: (Human) Point Blank Shot; (LVL 1) Precise Shot;
Traits: Reactionary; Magical Knack; Giant Slayer
Drawback: Headstrong
Trained Skills: +Mod(Ranks)
Climb +5 (1)
Handle Animal +4 (1)
Heal +5 (1)
Perception +5 (1)
Ride +8 (1)
Stealth +8 (1)
Survival +5 (1) (+6 for Tracking)
Know. (Nature) +5 (1)
Languages: Common

Special Abilities:

Human
Bonus feat at 1st level
Bonus skill point every level
+2 to one stat

Traits

Giant Slayer wrote:

You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Savannah Child wrote:

You were born and raised among rolling savannahs. You spent many of your youth exploring these vast reaches, and know much of the savannah’s secrets.

Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride.

You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Magical Knack wrote:
Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Ranger

Favored Enemy (Ex): Undead +2 wrote:

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

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.

Equipment:

Weapons
Composite Longbow
Clawed Guntlet
60 Arrows
Javelin x4

Armor
Reinforced Deel (Hide Shirt)

Other Gear
Sack
Waterskin
Flasks 4
Bedroll
Hammock
Soap
Flint/Steel
Fish Hook
Lamp
Hemp Rope 50'
Signal Whistle
Tent
Ceremonial Knife (Masterwork Dagger) - A keepsake from her parents.
38g7s

Carrying Capacity
Light <= 43Ib
Medium <= 86Ib
Heavy <= 130Ib


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Appearance:

Before you stands a young girl with eyes full of wonder. Her sun tanned skin and feminine features compliment the bundles of black hair that cascade down her back. Her colorful deel, the traditional attire of the nomads of the plains, is at once dignified and flattering as it wraps around her lithe form. A traditional ceremonial knife hangs by her belt, giving a slight edge to her otherwise harmless appearance.

Personality:

Seika is brave and true - her spirit tempered through mother nature's trials. She is calm and focused when facing danger, and is not afraid to take calculated risks. Having lived most of her life in the wilderness, she is unmarred by the trappings of civilized society and tend to be ignorant of its dangers. Seika is quite sociable, mainly due to the solitary wanderings of her childhood allowing her ample opportunity for self-discovery, giving her a firm foundation upon which to build relationships.

Roleplay Concept:

A calm breeze sweeps across the rolling banks of the Yondabakari River as the morning sun peeks above the horizon, its golden rays illuminating the burnt out remains of a nomad village. "Father! Father!" A lone child, who could not have seen more then a dozen springs, calls out desperately as she searches through the rubble. "Seika...Seika!" The girl snaps to attention as she attempts to locate the source of the calling, and finally discovers the broken body of her father along the river bank. As she approaches, however, a shadowy form emerges from the shallows and shambles towards her. Seika gasps as she recognizes the rotten stench of a zombie and hesitantly drew her knife, her eyes darting back and forth between the vile creature and her father's prone form. "Seika...run..." Her father chokes out through ragged breaths, but the girl already made her decision. Forgive me for disobeying lord father, but I will NOT abandon you to this abomination! She grips the dagger with her right hand and balances herself, allowing the zombie to get closer before unleashing her attack. I have to finish this with one strike! Her heart races and her muscles tense as the shambling creature slowly approaches. NOW! Her instincts call out to her as she charges towards her nemesis and thrusts the knife towards its throat. She could feel the ripping flesh and disjointing bones as the knife buries itself deep within the creature's neck, rotten blood fountaining from the wound as it falls backwards with a gurgle and stopped moving. For a long moment Seika stood, her body trembling from the adrenaline as she surveyed her first kill.

"Seika..." Her father's calling jolts her out of her revery and she quickly retrieves the knife from the creature's throat and rushes to his side. The old warrior is battered but unbroken, he smiles at Seika as she kneels beside him. "You fight like your mother." He speaks softly as if he is no longer in pain. "Oh lord father, please don't talk, your injuries..." Seika whimpers between sobs as she desperately tries to stop the bleeding. Her father observes her as she works, and, noticing the specks of blood dotting her cheeks, reaches out with a trembling hand and gently wipes them away. "There, good as new." Shocked by his deathly cold hand, she instinctively cups it with her own as she forces a smile at her father. "You are going to be ok lord father! I promise!" "I know Seika. I know..." He gazes into the sky as he explains: "I go to our ancestors; and in their mighty company, I shall not be ashamed." Seika pleads as she realizes the meaning of her father's words: "No lord father, please don't go! I need you..." Her father returns his gaze back to her and squeezes her hand. "Be strong and live, daughter of Amaterasu!" He declares forcefully: "Remember our people's teachings! Remember that you are Kebijaksanaan... that you are air... and you... are... Sei...ka..." "Lord father! No!" The girl cries out as her father's hand goes limp and slips from her grasp...

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In a caravan camp among the trees on the outskirts of the town of Sandpoint, a chubby middle aged women stomps towards a tent on the edge of the campsite as she calls out: "Seika... Seika! Wake up!" She brushes aside the fur draping over the entrance and sees a groggy girl sitting in her bedroll. The women lets out a sigh and says: "Goodness child, no wonder you always have so much energy." She puts her hands on her hips and continues in a motherly voice: "Grandma gave everyone some time off and this is how you plan on spending them? Come on girl, get up and go have some fun in town. Maybe meet some boys or something." "Ok auntie Rita..." It was all the reply Seika could muster in her half awake state as she SLOWLY reaches for the neat pile of clothing on the stool next to her feet. The women chuckles a little at her clumsy state: "Alright Seika; and make sure you eat some breakfast before you go. One of these days you are gona get a tommy ache from all those wild berries and nuts." That never happens. Seika pouts as auntie Rita leaves her tent. Gazing at auntie Rita's broad shoulders, Seika bows her head as she honors the women who found her wandering aimlessly in the savannah and took her in as her own daughter. She then quickly throws on her cloths, which consist of a white undershirt, a colorful deel made of hide and fur, and sturdy leather boots. Satisfied with her attire, she retrieves a ceremonial knife from beneath her pillow, on which is engraved 'Kebijaksanaan air Seika'. Water's Wisdom. She repeats the words in her mind while unsheathing the masterfully made weapon and twirls it about - its blade glinting in the shadowy tent. Gazing into the shining blade, Seika can't help but recalls the time she spent wandering the savannah, with only nature and animals to keep her company - when the blade had saved her life on more then one occasion. Lord father, honored mother, please watch over your daughter and may Amaterasu keep your spirits. Seika gives a silent prayer to her parents and the Dawnflower as she returns the blade to its sheath and ties the knife to her belt. She then flings open the fur draping over the entrance to the tent and steps into the sunlight, once again forgetting about breakfast as she takes off excitedly towards the bridge that leads into Sandpoint.


Mechanical Concept:

- Scout/ranged combatant; deadly at range
- Strongly self-sufficient and travel friendly through Know: (Nature) and Survival skills. Ensures party gets to where we need to go.
- Future progression: archery ranger with a horse companion to provide mobility - will switch to the wolf or similar large predator at later levels.

Theme Song: