Shorafa Pamodae

Vala Widowknife's page

80 posts. Alias of Ray McClure.


Race

CG Female Tiefling Level 1 Ranger(Battle scout/DemonSlayer) / Rogue (Scout/Sniper)|| HP8/11 | AC 18, T 14, FF 14

Classes/Levels

Saves: F 3, R 6, W 2 |CMB +2 |CMD 16 |Init +4 |Perception +5 |Darkvision

About Vala Widowknife

Statistics:
Female Tiefling Gestlat Ranger (Demon Slayer/ Battle Scout) / Rogue UC (Sniper./Scout) 1
CG Medium Outsider (Native)
Init +4; Senses Darkvison 60’ Perception +1
------------------------------
DEFENSE
------------------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0 shield)
hp 11
Fort +3, Ref +6, Will +2
Fiendish Resistance: Tieflings have cold resistance 7, electricity resistance 7, and fire resistance 7.
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +5 Elven Curved Blade'Cold Iron' (Damage) 1d10+1. Or +5 Light Mace 'Cold Iron' (Damage) 1d6+1, Or +5 Dagger 'Cold Iron' (Damage) 1d4+1, Or +2 Bite (Damage) 1d6+1

Ranged +5 Long Composite Bow +1 Strength (Damage) 1d8+1. Or +5 Dagger 'Cold Iron' (Damage) 1d4+1

Sneak Attack 1d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cb]annot sneak attack while striking a creature with concealment.

------------------------------
STATISTICS
------------------------------
Str 13, Dex 18, Con 13, Int 16, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 16
Traits
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Fiendish Resistance: Tieflings have cold resistance 7, electricity resistance 7, and fire resistance 7.
Maw* or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Unscathed You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Benefit: Each type of energy resistance you have (if any) increases by 2 points.
Demon Slayer Having fought in many battles against demons you have learned the best ways to kill them. Benefit: You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Purity of Faith Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church. Benefit(s) You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil
Chance Encounter: You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.
Drawbacks
Family Ties Drawback Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Family Information
· Step-Father Narnel Inquisitor of Sarenrae [Elf] (Age 226, Level 6)
· Step-Father Narnel Inquisitor of Sarenrae [Elf] (Age 176, Level 5)
• Step-Brother Dron Magus [Half-Elf] (Age 23, Level 1)
• Aunt Yala Commoner [Human] (50, Level 2)
• Cousin Gurog Expert [Human] (20. Level 1)
• Father Ulael Patraavex (Sire) devil

Feats
Exotic Weapon Proficiency (Combat) Elven Curved Blade

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attackrolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
[spoiler=Skills]
------------------------------------
Skills
------------------------------------
11 points per level
Acrobatics 4* (0 points; 0 class, 4 DEX)
Bluff 6 (1 points; 3 class, 0 CHA, 2 MISC)
Climb 1* (0 points; 0 class, 1 STR)
Craft Bows 7 (1 points; 3 class, 3 INT)
Diplomacy 0 (0 points; 0 class, 0 CHA)
Disable Device 9* (1 points; 3 class, 4 DEX, 1 MISC)
Escape Artist 8* (1 points; 3 class, 4 DEX)
Intimidate 4 (1 points; 3 class, 0 CHA)
Know - Dungeon 7 (1 points; 3 class, 3 INT)
Know - Local 7 (1 points; 3 class, 3 INT)
Know - Nature 7 (1 points; 30 class, 3 INT)
Know - Planes 7 (1 points; 3 class, 3 INT)
Lore 7 (1 points; 3 class, 3 INT)
Perception 5 (1 points; 3 class, 1 WIS)
Stealth 10* (1 points; 3 class, 3 DEX, 2 MISC)
Survival 5 (1 points; 3 class, 1 WIS)

ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Weapon and Armor Proficiencies
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Languages:

Languages Common(Taldane),Hallit, Infernal, Abyssal, Elven, Draconic,

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Favored Enemy (Ex)
At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability. 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
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.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Weapon Finesse (Combat) You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.Special: Natural weapons are considered light weapons.

Spells:

------------------------------
Spells
------------------------------
0th (at will)

1st (0/day)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Elven curved blade 'Cold Iron'
Comp Longbow +1 str
Lt mace 'Cold Iron'
Chain shirt
MW Thieves tools
Rogues Kit
50' Silk Rope
Dagger 'Cold Iron'
Arrows (20)
Arrows 'Cold Iron' (40)
Blunt Arrows (10)
Blunt Arrows'Cold Iron' (10)
Flight Arrows (10)
Flight Arrows 'Cold Iron' (20)
Whistling Arrows (10)
Incendiary Arrows (20)
Smoke Arrow (1)
Grappling Arrow (2)

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 45 lb.

Money5 GP 0 SP 0 CP

Background:

Vala’s story begins 35 years ago Y4678. In the small Kellid village of Briarvale, home of Widowknife clan. Located along the northwestern border of Sarkoris and Mendev. During the turbulent years between the Third Crusade and Fourth Crusades. Demon hosts were moving on the village and most of the forces of good were elsewhere. The clan’s young Shaman Belka Widowknife (Vala’s mother) had seen the fate of several other communities at the hands of the demons. And she knew the few defenders left would not buy enough time to get more than a handful of the people to safety. She beseeched her patron for help but it was another who answered her plea. A Patraavex (Sire) devil named Ulael appeared to her and made an offer she could hardly refuse. He would protect the village from the demons if she bore him a child. Ulael called forth a force of devils that repelled the abyssal host. Vala arrived and Belka told the village elders she had been assaulted by Fiends but she had foreseen that the child would have a great destiny. Things settled down after that, for a while. Demons moved toward the village several times over the years but never made it. being defeated by infernal troops. Though this was unseen and unknown by the villagers. Eventually Belka met an Elf crusader named Narnel an Inquisitor of Sarenare. They married. He was enchanted by Vala and knew she could be redeemed from her birthright. This relationship produced a Half-elf boy, Dron. Vala’s half-Brother. Narnel spent much time training Vala in the bow and Elven blade. In 4699 during the Fourth crusade that an extreme and corrupted sect of Iomedae holy warriors fell upon the village. Feeling that its odd protection was unholy. Many villagers could not flee were killed. Including Belka, who stood her ground confidant of the devil’s protection. But alas he had only promised to protect from demons. Not the crazed and courrpted forces of good. Vala and her brother were away with Narnel at the time. Though she was only 14 at the time she swore vengeance. And began to venerate Calistria. It took another 11 years but she and other survivors, Inquisitors of Iomedae along with less savory types (including one or two sent by dear old ‘Dad’) found and killed the fallen cleric who ordered the attack along with as many of the participants as they could find. Vala found that revenge while satisfying, did not fill the void in life. She reunited with her step-father and brother. Spending the next 10 years building a new life as a scout and hunter of demons. She is now 35 and works with various crusader groups as a scout and sniper. During these years she has moved on from her dalliance with Calistria and now sends prayers Desna, mostly in remembrance of her mother

Appearance and Personality:

Standing 5’ 4” and weighing a lean, but well-muscled 110 pounds the ‘woman’ before you, has two small slightly curved horns protruding from her head. Her Fuchsia skin, flicking barbed tail, obvious fanged mouth and piercing yellow eyes mark her as other than human. Vala wears Chain shirt armor generally covered with a brown and grey hooded cloak. A slim slightly curved two handed sword hangs in a scabbard on her back. A well-crafted composite longbow is slung over her left shoulder. Dangling from a braided leather cord around her neck are 4 small wooden holy symbols: a butterfly, a three crossed-daggers, an Ankh, and a pentagram.

Personality:

She is passionate and undaunted. Adventure is her kind of drug. And finds that routine is boring. Spontaneity is her strongest suit. Meaning unfortunately Planning is her weakness. She works on her own timeline and does not always play by the rules. But she delivers – 100%, if not more. She is unconventional but does everything with determination, heart and endless passion. doesn’t judge anyone for their decisions. But doesn’t succumb to other people’s judgment. She is unafraid to speak her mind. Her incredible thirst for knowledge, often leads to asking lots of questions – random and weird ones at times. She stays close to everyone and everything that makes her feel alive. She is the best person to go to when the going gets tough. She does not feel the need to define or justify herself to others. Though unashamed of her heritage she also does not flaunt it.