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About SesiBackground:
The tribe was dying. Every year, the young people married out of the tribe. Every season, someone died. Now, there were only a few left, less than twenty, all lead by a single elder. Her parents would have left, but she was born, and they knew that the young girl could not survive outside of the protection the tribe offered for long as young as she was. So it was that they stayed. So it was that their fate was sealed. Sesi was only three when her parents were murdered. A fellow tribesman had gone mad, taken by the whispers of the Winds that Walk. He lured them out from the village the tribe was staying in and slew them. When the hunters found him, he was busy eating their entrails and arranging their severed limbs and heads. His name was stripped from him as he was killed. Just as the tribe's name had been lost with it's prosperity. Eater, they called him as they cursed him. Eater, they spat as they killed him. Eater was the first, but not the last. On the eve of Sesi's thirteenth year, three others had fallen to the words of the Winds that Walk. They had killed and eaten two more of the tribe, and now only ten remained. The elder and his barren wife proclaimed that the spirits of wind and ice were angry, and that their tribe had been cursed until they lifted it. They had shown who was responsible with the first death. Sesi was to be sacrificed to the Winds that Walk. With her blood, she would atone for her sins, and break the curse the spirits had put on them. Her tribe revered the spirits of the caribou, the winds, and the sea. Sesi, however, was drawn to the tapestry of stars that glittered in the heavens above. This, the elder has declared, was her sin. To appease the spirits, she would die. They stripped her of everything, and rode hard into Windhome, the land of the Winds that Walk. They left her with nothing in that cold, wind blasted place. No clothes to keep her warm, no tools to help her survive. All she wore were the woven garments that went under the layers of furs and woolen clothing that protected the Varki from the elements. They rode hard, leaving her to die. Sesi, lost in that blasted plain, wandered, praying to the spirits for mercy. She heard the howls of the Winds that Walk. She felt the fear they carried, and on that night, she despaired. She would die here, without a tribe, without a family. The spirits would not answer her, so she prayed to the stars. No sooner had her plea left her lips, it was answered. A black butterfly, it's wings sparkling in the night, flitted before her. Sesi felt the fear lift from her heart, replaced by wonder at the sight. She followed it. Her mind no longer filled with dread, and her limbs no longer unfeeling. For a night, a day, a second night, and a day again, she followed the butterfly to the east. So strange, she thought, that she felt neither hunger nor tired. On the third night, the butterfly left her. Sesi looked around, the cold, the fear, and the hunger all returning to her at once. She was afraid she'd been abandoned once more, but then, in the twilit gloom, she saw the spark of a camp fire. She stumbled forward, her legs numb and her teeth chattering. She needed to get warm, she knew. She needed to hurry. Slowly, the fire drew near, and when she was only a few steps away, her strength gave out. She fell to her knees as she slipped into unconsciousness. --- She awoke under a pile of furs and blankets, her body chilled despite the blazing fire and the weight of her covers. "You're damn lucky," a gruff voice said, "most people would have died running around in their undies like that. What were you doing anyway." The young girl, unable to believe her luck, started sobbing as she tried to answer. --- The man's name was Thordall. He hunted the Thanelands, but this year, the game had gone closer to Windhome than he would have normally gone. The hunter listened to Sesi's story, his jaw working when she told him of what had lead to her walking the plains of Windhome in almost nothing. His interest was piqued when she mentioned the black butterfly. A follower of the Starsong, Thordall knew what had happened and knew why Sesi had felt drawn to the stars. He knew, so he taught. He taught her the arts of archery and sword play. He taught her the secrets to tracking and stalking her quarry. He taught her of Desna, the stars, and the journeys he had taken in his youth. For five years he taught her, and on the eve of her turning eighteen, he taught her his last lesson. There was more to the world than the stark and dangerous beauty of the Lands of the Linnorm Kings. He bade her to travel south, to explore and see the world as he had. She loved her mentor as she had her father, and had seen the wisdom of his words, so she traveled south to Roderic's Cove, working as a cook on an ulfen longship. From there, she learned of a town called Sandpoint, and of the Swallowtail Festival. This year, however, was special she learned. A church dedicated to Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn was to be consecrated this year. Her mentor's words in her head, she made the journey south to Sandpoint, marveling at the warm and sunny climes she had found. She met the Varisians who traveled this strange and new land. She learned of Thassalon and its ruins. She smiled when she heard the Windsong playing, but most of all, she learned to hate goblins. Goblins infested the countryside, and she left their corpses in her wake as they attacked her time and again, supposing the smallish woman to not be much of a threat. Time and again she proved them wrong with bow and sword. The little runts had delayed her enough to add two days to her two-week journey. However, even with the delays. She arrives in Sandpoint early the morning of the festival.
Crunch:
NG Female Human(Varki) Ranger 1 HP: 11 Senses: Perception +6 Init: +4 Speed: 30 Feet
============================ Attributes
============================ Offense
Melee
Hunting Knife
Bastard Sword
Range
Longbow
============================ Defense
Fort: +3
============================ Skills
TOTAL: 10
Acrobatics (DEX)^ +4 Ranks: 0
Wild Empathy (Class Feature) +2 * class skill
Feats and Traits
============================ Feats:
Combat Options
Deadly Aim: -1 to attack, +2 to damage when activated and using a bow or crossbow. Power Attack: -1 to attack, +2 to Damage when activated and using a weapon one-handed. -1 to attack, +3 to damage when activated and using a weapon two-handed. Combat Expertise: -1 to attack, +1 to AC when activated. Weapon Finesse: Use DEX instead of STR when determining attack bonus. Can only be used on light weapons and weapons listed as finesse weapons, such as rapiers. ============================ Spells
============================ Class Features
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 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. ============================ Racial Traits
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. ============================ Gear
Weapons:
Armor and Shields
Clothing:
Explorer's Outfit - W: 8 lbs. | Cost: 10 gp
Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp
Consumables:
Other Gear:
Backpack: 51.5 lbs.
Sword Belt: 7 lbs.
Baldric: 15 lbs.
============================ Levels
Appearance:
Age: 18 Height: 5' 3" Weight: ~110 lbs. Hair: Black Eyes: Black Skin: Tanned (Dark) Sesi is a young woman a few inches taller than five feet. Her skin is a cinnamon color and her straight hair is mostly black with a white lock of hair that grows from the middle of her hair line. Her face is open and friendly with large eyes and a button nose that make her seem younger than she is. Wide hips give her otherwise slender frame some curve while toned muscle fills it out.
Personality:
Even as a child going up as an orphan, Sesi seemed indomitable. She always found wonder in the night sky and the movement of the stars, and it only grew as her faith did under Thordall's care. She's an honest soul, finding it hard to keep her opinions of others hidden, which has gotten her into trouble more than once. As she has traveled, she has found she has a passion for cooking and has begun collecting recipes to try when she has the chance. Smiles come easily for the young woman and little dampens her spirits. |