HP 36/36; AC 21, T 14, FF 15; FORT +5, WILL +5, REF +7; CMD 18; INIT +4; PER +8
About Vesa Redrida
Looks and Personality:
Vesa looks much like any other goblin (except when trying not to be seen, which is often). She is taller (and quieter) than most female goblins.
New Gear:
Drow Darkfire Bow
This medium-sized, magical composite short bow is made from darkwood and has engravings that run the full length of the bow on both sides. There is a silver spider embedded into each side, intertwined within the engravings. The bow possesses the following characteristics:
- Profane Weapon: This unique bow affords a +1 profane bonus to any ammunition fired from it. The bow itself does not have an enhancement bonus.
- Adaptive: This is a strength bow, and magically adapts the bow's strength rating to the wielder's, up to a maximum modifier of +5.
- Evil Aura: The bow itself radiates evil, and causes 2d4 darkfire damage to any good creature who holds it (or is in close contact with it). The bow is evil aligned and by-passes the appropriate damage reduction.
- Darkfire: This bow enchants all arrows fired from it with darkfire. The arrows are engulfed in a violet flame as soon as they are fired. Creatures (not objects or constructs) struck by a darkfire arrow suffer 2d4 fire damage and are affected by a faerie fire spell. (CL 12) Each arrow continues to cause 1 point of fire damage, each round after being struck, while the subject is affected by the faerie fire effect. Darkfire can be extinguished as normal fire.
- Vulnerable: Wielders of this bow become vulnerable to sacred and good damage.
- Daylight: Darkfire only causes half damage in daylight (minimum 1 point of damage).
Drow Hunter's Cloak
This plain black cloak affords the following:
- Grants +2 protection bonus to AC
- Grants immunity to entrapment by web spells or webs of any sort, and allows movement in webs at half normal speed
- Provides +5 competence bonus to Stealth checks
- 3 times per day, can attempt Hide in Plain sight as per the ranger ability of the same name.
Additionally, you may choose any amount of arrows you require and you may also upgrade your armor to masterwork hide armor.
Rital Binding Tattoo of Altered Appearance:
Once per day as a full round action, you make change your appearance to that of any humanoid creature of your size category. If the form has scent, a climb speed or a swim speed you also gain those abilities. Either of these speed forms are limited to the lower of the creature's speed or your base speed.
Changing back to your regular form does not count as a daily use, but does take a full round action.
The tattoo's magic is powerful and resists all attempts to dispel it other than with a Wish spell. The magic is suppressed in an anti-magic area.
After 6 months if the tattoo has not been removed in a special ritual, the wearer will loose 10 hit points from their maximum hit points, each day. This will continue until the subject is dead, at which time the tattoo consumes the soul of wearer, and both are destroyed, and the subject cannot be brought back to life with any magical means.
Part of what attunes the tattoo's magic with the wearer's lifeforce is a protection spell which provides the subject with a +2 racial bonus to a saving throw of their choice, chosen at the time of the ritual (Will).
Arrows fired but possibly recoverable this combat: x/2=2
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table (Animals). 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.
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.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table (Underground). The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
EQUIPMENT
1 well used whetstone, 1 pungent wineskin, 1 pouch with many patches, 1 filthy and mouldy suit of masterwork hide armor, 1 rusty dagger, 1 nasty dog and horse shoota – your real pride and joy, Quivers and arrows (54), foot from Freezor.