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About Taissa SloanePronounced "Tah-EE-sah". Taissa and a young Daya
Taissa Sloane
Gear & Equipment:
Explorer's Outfit (starting gear, valued at 10 gp), Masterwork Studded Leather armor (20 lbs, 175 gp), M/W Composite Longbow (+2 Str bonus) (2 lbs, 600 gp), 60 Common Arrows (3 lbs, 3 gp, 6 used, remainder 54), M/W Cold Iron Dagger (1 lbs, 304 gp), M/W Steel Dagger (1 lbs, 302 gp), M/W Lucerne Hammer (12 lbs, 315 gp), Ranger's Kit (includes bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, 10 torches, 5 days of trail rations and waterskin) (28 lbs, 9 gp), Elven Trail Rations (1 lbs, 2 gp) M/W Backpack (4 lbs, 50 gp), Healer's Kit (10 uses) (1 lbs, 50 gp, 6 uses remaining), Cold Weather Outfit (7 lbs, 8 gp, grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather), Hot Weather Outfit (8gp, provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill), Soap (1/2 lbs, 1 cp), 2 Winter Blankets (6 lbs, 5sp each for a total of 1 gp), Animal Feed, Bird (5cp per day, 5 days of feed at 2.5 sp, 1.25 lbs), Musket (and five shots, (194gp, @1/4 price, loot from beach, 2 shots remaining), 3 Alchemist's Fire, 2 Healing Remedy (Used 1/2), +1 Comp Longbow for small sized creature (found after goblin fight on foreshore). Total spent: 2279 gp, 2.5 sp & 1 cp out of 3584 gp, 156 sp & 69cp Extra Earned coin (goblin village):334 gp, 156 sp, 69 cp. Bought from hoard (at resale value): 1 new healer's kit (25 gp, 10 doses) and 1 CLW potion (resale value 25gp - used on White Fang in alley fight with hunters) Took off dead Northman bounty hunter in Korvosa: 1 vial of Oil of Restfulness (variation of Oil of Taggart). (Fort save DC 15, Onset 1 min, Effect: Unconsciousness, for 1d3 hours. Cure: 1 save) Crafted for herself: 20 Common Arrows, 1 Alchemical Grease (Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off), 1 Healing Remedy. Bought in bazaar in Korvosa: Custom-made vest for White Fang (grants him a DR/2 to all slashing/piercing weapons) = 20 gp
Total coin spent: 3320 gp (remaining coin: 279.35 gp & 68 cp) * Profit share from sale of The Scorpion: 1100 gp (available coin: 1379.35 gp & 68 cp) * Purchased 10 Alchemical Cartridges for Musket from Zayna for (3x10) 30gp (Remaining coin: 1349.35 gp & 68 cp) * Purchased from Captain Dirk Rowan of The Waverunner:
*Ammunition (Bow): Arrow(s), Slow Burn: Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually bursts into flame; barbs on the arrowhead pierce the pouch when it hits a target. Benefit: On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target. No drawbacks (as per GM's direction) * Share from battle with Imperial ship - allocated by Dirk Rowan: 1000 gp Total funds remaining is 2086.35 gp & 68 cp *Gifted by Captain Dodger to those who came to Osirion with him: 3000gp.
Remaining funds: 236.35 gp & 68 cp New purchases made in Beacon: 1 Bullseye Lantern (12gp, 3 lbs), (2 pints/flasks of oil - burn for 6 hours each, 2 sp, 2 lbs), 2 x Vermin Repellent (10gp), 2 x Bodybalm (50gp). New remaining funds: 166gp & 68 cp Class Features: Fast Movement:
Fast movement (Ex) A beastmaster's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the beastmaster's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the beastmaster's land speed. However, it does not stack with the identical barbarian ability. Animal Companion:
Animal Companion At 1st level, the beastmaster gains the services of an animal companion, as the druid ability, nature bond. The beastmaster's effective druid level is her beastmaster level. Speak with Animals:
Speak with Animals (Ex) The beastmaster can speak the language of animals. Communication is limited by the intelligence of the animal. Animal Agility:
Animal Agility (Ex) The beastmaster gains a +2 bonus to Acrobatics, Climb, Fly, and Swim checks. Wild Empathy:
Wild Empathy (Ex) A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds her druid level and her Charisma modifier 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 beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Uncanny Dodge:
Uncanny Dodge (Ex) Starting at 2nd level, a beastmaster can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A beastmaster with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a beastmaster already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead. Calm Animals:
Calm Animals (Ex) A beastmaster of at least 2nd level can calm animals through her wild spirit. The effect is as per the spell calm animals, except the DC is 10 + ½ the beastmaster's level + the beastmaster's Cha modifier. If the animal is under some other effect, the beastmaster's effective caster level for contesting control is her character level. The beastmaster can use this ability a number of times equal to 3 + the beastmaster's Cha modifier (minimum once). Endurance:
Endurance At 3rd level, the beastmaster gains Endurance as a bonus feat. Endurance
Benefit: 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. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. Trap Sense:
Trap Sense (Ex) At 3rd level, a beastmaster gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three beastmaster levels. Trap sense bonuses gained from multiple classes stack. Animal Companion Stats:
Roc – female, named Daya. This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse. Roc
DEFENSE
OFFENSE
STATISTICS
Feats:
Weapon Finesse (Combat)
Special
Known Tricks
************************************************************************ Backstory:
Taissa grew up without knowing her Elven father. She was born in Kassen, a small lumber town on the Tourondel River in the Fangwood of Nirmathas. Her human mother, Esta Sloane, was 18 years old when she was seduced by a wandering wild elf, which she never saw again. This resulted in the birth of a half-elven child, Taissa. Her mother barely had time for her only half-breed child and when Taissa was scarcely 15 years old, she left home and began her nomadic journey across Golarion. Her life was often solitary and lonely, except for the animal friends she made along the way. When she was 19 years old, Taissa stumbled across an abandoned Roc hatchling (she presumed its mother had perished and the hatchling was left to fend for its self). Taissa nurtured the Roc, named her Daya, and taught her tricks. In time they were firm, loyal companions. In fact, Taissa had a natural affinity with all animals -- more so than any human she came in contact with -- and she felt at ease in the forests and on the plains of Golarion. To make some coin, Taissa took on ad hoc scouting and bounty hunting jobs. She was a fine tracker and hunter and relished hunting down criminals and bringing them to justice. During their nomadic wanderings, Taissa and Daya came upon Nybor, a racially accepting settlement on the southern shores of Ember Lake and bordering the Sanos Forest in Varisia. Nybor had become their temporary home for the past two months until a proclamation was issued by the Lord Regent, calling adventurers to the emerging state of Beacon, once known as Roderic's Cove, in Varisia. And so, Taissa and Daya answered the call and made the journey north to Beacon. ************************************************************************
The tanned, wrinkled farmer cleared his throat and began speaking “The Lord Regent of Beacon has issued a proclamation. He is looking for adventurers to journey to Beacon and defend and protect the new city. He is offering land, title and rank to those who sign up.”Kostin rubbed at his forehead. He was uncomfortable bringing up the subject with Taissa, but he knew the girl was searching for something and this could improve her lot in life. She had spent too many years on the plains and roads, moving from place to place, and that did not sit well with the farmer or his wife. They had come to respect the girl and her animal companion. Taissa listened, but did not say a word. She never had a real home, nor craved one either. She and Daya were nomads, living off the land, giving back to the land where they could. The nature spirits had been generous to them and she could not ask for more. Daya screeched once from above her and Taissa lifted her hand in acknowledgement. ”What need do I have of land and title?” Taissa lifted the bundle of hay, feed for the horses and other animals during the harder winter months. Taissa’s voice was lower, huskier than usual, probably from the exertion of the work. ”You can’t roam homeless all your life. And you’re good at protecting.” Over the past two months she had learned what stability could resemble, with the help of the local farmers, especially the Roiats. The small settlement of Nybor had accepted her presence and that of her Roc's. ”Aye, I’m good at protecting what I set my mind to.” Kostin nodded once in agreement. The girl was independent and spirited and was moved by her own code. That hadn't bothered him or his wife. ”You would have to cross through Churlwood. Not an easy task, Taissa. Seek either the druids to show you passage through the forest or the Shoanti Shriikirri-Quah tribe who patrol the eastern edges of the forest. There be bandits and all manner of criminals hiding in Churlwood. Bandits and dense thickets do not make for easy passage.” He did not mention the lycanthrope of Wolf's Ear. The girl had an easy way with animals and perhaps the shifters would allow her to pass untouched. Taissa chuckled. ”You would see me gone, old man?” Kostin smiled his lopsided smile, ”I would see you settled with something of your own. Aye, there will be fighting and possible death. But you have never struck me as a coward and so you should fight for a cause and see where it leads you.” Taissa reflected on the man’s words and gave a brisk nod before hefting another hay bale on her shoulder. She watched Daya’s shadow make circles on the hard ground around her. ”I like to roam. Perhaps I will travel to this city of Beacon.” Her faith:
Taissa's faith is akin to that of the Celtic Animists. They honoured the forces of nature, saw the world as inhabited by many spirits, and saw the Divine manifesting in aspects of the natural world. Every mountain, spring, marsh, tree, rocky outcrop was inspirited. Certain animals were seen as messengers of the spirits or gods. The spirits of watery places were honoured as givers of life and as links between the physical realm and the other world. The behaviour of certain animals and birds were observed for omens. Physical Description:
Taisa is 5'8", 120 pounds, with long wavy red/copper hair, sapphire blue eyes and fair skin. She has well-honed muscle and is graceful on her feet. She is considered beautiful in a wild, natural way. Taissa's personality/character:
Taissa is open and warm-hearted with Daya and other animals. She is guarded and reticent with most people, in larger towns and cities especially. She honours/reveres the forces/spirits of Nature and only goes to hunt animals with the spirits' blessing and giving reparation for the taking of wild creatures from the landscape. Her voice is low and husky - has an earthy quality to the timbre. She prefers talking in short, simple sentences. She is not verbose and answers questions as succinctly as possible (no grand posturing from Taissa). Her general attitude is business-like with people -- she is a no-nonsense kind of girl. She is, however, more casual and playful with/around animals. She trusts animals over people, as a general rule. People have let her down, animals have not, so they must work harder to earn her trust and loyalty. She is spirited and an independent thinker. She believes in upholding justice. Taissa follows her own code of conduct and morality. She has not relied on anyone other than Daya (and the spirits) in her life to date. Taissa has never been in love nor seeks such fleeting emotion. She enjoys living on the land and being free to roam as she pleases. She is more hoydenish than feminine lady of the manor. Daya's personality/character:
She is still young, only 2 years old, so she is very curious, playful with a childlike arrogance. Daya is very loyal to Taissa and will defend her to the death. She views Taissa as a sister. Daya will only listen to commands given by Taissa. She is awkwardly fierce at this stage but is showing signs of just how strong and fierce she will become when fully grown. Daya enjoys playing games with Taissa and getting to see different lands, people and creatures. Re-rolls - Boon from GM:
3 (Used 2/3) Firearm training: +2 to hit and damage with firearm. One time bonus. (used in combat on beach, I think?)
DM's Rules on Firearms:
1. You can use a pistol to "club" someone for 1d4 points of damage so long as you are proficient with Simple Weapons. 2. You can use a two-handed firearm to "club" someone for 1d8 points of damage, so long as you are proficient with Simple Weapons. 3. A double-barrelled musket has a range increment of 40 feet, not 10 feet. 4. Gunpowder is more common. Therefore all costs associated with firearms are now half price. Healing Remedy:
Healing You are now able to Craft healing remedies. Healing Remedy: Cost: 100 GP
Effect: When you give this to an ally, roll a Heal Check. The DC is 15. If you are successful, the subject recovers 1d6+1 HP. For every 5 points you beat the target number, add an additional 1d6+1 to it. In other words if you got a Heal of 20 it would be 2d6+2; Heal of 25 is 3d6+3, and so on. Failure: The subject gains no healing bonus and they cannot receive another Healing Remedy that day. Note: You can only receive one Healing Remedy per day. A second Healing Remedy will not grant any bonuses to healing if used on the same day. Stats for Dhow - The Scorpion:
Dhow DESCRIPTION
DEFENSE
OFFENSE
Weapons Up to 6 Large direct-fire siege engines in banks of 3positioned on the port and starboard sides of the ship and one at the bow and stern. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship. Attack ram 10d8
DRIVE
Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
Driving Device steering wheel
Tea Leaves - Acorn Blossom:
Given to Taissa by Captain Dirk Rowan of The Waverunner. Tea Leaves:
They add a +2 to a Heal Check if the person is being healed from Sickness or Disease for one hour after they drink it. It also is pretty relaxing and it adds a +1 Misc. Bonus to Willpower Rolls for the next 4 hours after drinking a glass. Boon from Amurath Khan of Osirion:
A strange coin with a symbol engraved on it. ”Show this to any man from Osirion in the west and they will owe you a service on behalf,” Amurath Khan says gravely. If you are in trouble and can find a man from Osirion, that man will help you if he knows the Khan. But he’ll probably not do it more than once; so use it sparingly. |