Ranger

Wyniess Morgethai's page

43 posts. Alias of rdknight.


Full Name

Wyneiss Morgethai

Race

Elf

Classes/Levels

Ranger (Tanglebrier Demonslayer / Transporter) 10 | Trickster-Champion 4

Gender

Female

Size

Medium

Age

127

Alignment

CG

Deity

Calistria

Languages

Elven, Taldane, Abyssal, Hallit, Sylvan, Gnome, Celestial

Homepage URL

Wyniess Portrait ///// On the Edge of the Tanglebriar

Strength 16
Dexterity 20
Constitution 16
Intelligence 12
Wisdom 16
Charisma 10

About Wyniess Morgethai

Statistics:
Female Elven Ranger (Tanglebrier Demonslayer / Transporter) 10 - Trickster-Champion 4
CG Medium Humanoid (Elf)

Init +11; Senses Perception +18
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DEFENSE
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AC 24, touch 17, flat-footed 18 (+7 armor, +5 dex, +1 dodge, +1 magic) (+2 vs chaotic creatures)

hp 123

Fort +12, Ref +14, Will +8 (+2 vs Enchantments) (+3 vs Evil Outsider Spells, SLAs, Supernatural Abilities)

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OFFENSE
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Speed 30 ft.

Melee +15 / +10

Ranged +15 / +10
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STATISTICS
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Str 16, Dex 20, Con 16, Int 12, Wis 16, Cha 10
Base Atk +10; CMB +13; CMD 28

Traits

Exposed to Awfulness: (Campaign):
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Warrior of Old (Race):
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Treerazer's Bane (Region):
Requirement(s) Kyonin
Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Oppressive Expectation (Drawback):
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Feats

Breadth of Experience:
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Precise Shot:
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Rapid Shot (RCSF):
You can make an additional ranged attack.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Rapid Shot (Mythic):
You can fire many times each round with amazing precision.
Prerequisite: Rapid Shot.
Benefit: When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.

Combat Relexes:
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Improved Precise Shot (RCSF):
Your ranged attacks ignore anything but total concealment and cover.
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Deific Obedience (Calistria):
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Obedience:
Engage in sexual activity with another individual in exchange for money, information, or another valuable resource. This must be a willing act on both your parts; you should not endanger yourself or otherwise enter a situation that makes you uncomfortable. Pray aloud to Calistria before and after the act, and encourage your partner to do the same. If no suitable partner is available, wrap yourself in yellow silk and hold your holy symbol against your chest. Meditate on the teachings of Calistria and fantasize about taking vengeance against one who wronged you. Gain a +4 sacred or profane bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature that could be sexually attracted to you. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.

Shot on the Run (RCSF):
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.

Dual Path (Mythic):
You follow two mythic paths.
Prerequisite(s): 1st mythic tier.
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.

Weapon Finesse (EitR):
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.

Power Attack (EitR):
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deadly Aim (EitR):
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Combat Expertise (EitR):
You can increase your defense at the expense of your accuracy.
Prerequisites: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Skills (90 points; 60 class, 10 INT, 20 Background)
ACP -0

Acrobatics* +18 = DEX 5+10+0+3 (+3 Tier)
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Appraise +1 = INT 1+0+0
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Bluff +4 = CHA 0+0+0+4 (+4 DO)
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Climb* +8 = STR 3+2+3
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Craft / Fletcher +8 = INT 1+4+3 (+4 Background)
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Diplomacy +8 = CHA 0+4+0+4 (+4 DO)
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Disable Device*† +5 = DEX 5+0+0
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Disguise +4 = CHA 0+0+0+4 (+4 DO)
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Escape Artist* +5 = DEX 5+0+0
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Fly* +5 = DEX 5+0+0
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Handle Animal† +4 = CHA 0+0+0+4 (+4 DO)
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Heal +7 = WIS 3+1+3
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Intimidate +4 = CHA 0+0+0+4 (+4 DO)
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K (Arcana)† +3 = INT 1+0+0+2 (+2 BoE)
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K (Dungeoneering)† +7 = INT 1+1+3+2 (+2 BoE)
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K (Engineering)† +3 = INT 1+0+0+2 (+2 BoE)
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K (Geography)† +16 = INT 1+10+3+2 (+10 Background) (+2 BoE)
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K (History)† +5 = INT 1+2+0+2 (+2 Background) (+2 BoE)
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K (Local)† +4 = INT 1+1+0+2 (+2 BoE)
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K (Nature)† +13 = INT 1+7+3+2 (+2 BoE)
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K (Nobility)† +3 = INT 1+0+0+2 (+2 BoE)
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K (Planes)† +14 = INT 1+8+3+2 (+2 BoE) (+5 vs Demons)
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K (Religion)† +8 = INT 1+5+0+2 (+2 BoE)
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Linguistics† +5 = INT 1+4+0 (+4 Background)
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Perception +18 = WIS 2+10+3+2 (Elf) (+5 vs Demon Disguise)
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Perform +4 = CHA 0+0+0+4 (+4 DO)
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Profession† +6 = WIS 3+0+0+2 (+2 BoE)
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Ride +9 = DEX 5+1+3
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Sense Motive +3 = WIS 3+0+0
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Sleight of Hand*† +5 = DEX 5+0+0
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Spellcraft† +6 = INT 1+2+3
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Stealth* +18 = DEX 5+10+3
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Survival +16 = WIS 3+10+3 (+5 track Demons)
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Swim* +8 = STR 3+2+3
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Use Magic Device† +4 = CHA 0+0+0+4 (+4 DO)
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Elven, Taldane, Abyssal, Sylvan, Hallit, Gnome, Celestial

Special Abilities:

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SPECIAL ABILITIES
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Elf:
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Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Vigilance:
Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Ranger
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Tanglebriar Demonslayer:

Skills: Tanglebriar demonslayers gain Knowledge (planes) as a class skill.

Favored Enemy (Ex)
: At 1st level, a Tanglebriar 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 Tanglebriar 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.

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.

1. Evil Outsider +6
5. Undead +2
10. Aberration +2

Demonologist (Ex):
At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.

Expanded Spell List:
A Tanglebriar demonslayer adds the following spells to his spell list: 1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th— dimensional anchor, dismissal.

Transporter:

Trailbreaker (Ex):
A transporter constantly works to obscure his trail. He increases the Survival DC to track him, or a group of which he is a part, by an amount equal to half his ranger level (minimum 1). This does not stack with similar abilities, such as a traceless operative’s trackless ability.
This ability replaces wild empathy.

Smuggler’s Bond (Ex):
At 4th level, a transporter must choose his allies as his hunter’s bond, not an animal companion. Instead of granting the transporter’s favored enemy bonus to his allies as a move action, he instead grants his plot course bonus to his allies constantly.
This ability alters hunter’s bond.

Plot Course (Ex):
At 3rd level, a transporter can spend 1d4 hours and attempt a DC 15 Knowledge (geography) check to plot a subtle course of travel between his current location and another destination. The transporter’s course of travel is almost never direct, as it is optimized for smuggling. Thereafter, the transporter gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks involving traveling along his plotted course.
At 8th level, if the transporter’s Knowledge (geography) check exceeds the DC by 10, the bonuses increase to +4. At 13th level, if his Knowledge (geography) check exceeds the DC by 20, the bonuses increase to +6, and at 18th level, if the transporter’s check exceeds the DC by 30, the bonuses increase to +8.
A transporter can gain the benefits of only a single plotted course at any given time. If the transporter ever strays from the course or attempts to plot a new course for any reason, he loses the benefits of his current course immediately. A transporter can retry his Knowledge (geography) check to plot a course as long as he spends 1d4 hours each time.
This ability replaces favored terrain.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Mythic Trickster-Champion:

Surprise Strike (Ex):
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Fleet Charge (Ex):
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Trickster-Champion Path Abilities:

-Defensive Move:
Once per round, you can designate one opponent. Unless you attempt to move through that opponent's space, your movement (including standing up from a prone position) doesn't provoke attacks of opportunity from that opponent. If you move through the opponent's space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.

-Pierce the Darkness:
You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.

-Endless Hatred:
You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.

-Feather Step:
Your steps are deft and always sure. You gain a bonus on Acrobatics checks equal to your tier. You can move at full speed across any narrow or uneven surface, and can run across fragile surfaces that can't hold your weight (including liquids) without peril as long as you end your turn on a solid surface. You leave no tracks (as pass without trace), and ignore adverse effects from nonmagical difficult terrain and ground hazards, including caltrops. As an immediate action, you can expend one use of mythic power to balance on razor edges and pinpoints, allowing you to ignore damage from spiked pit traps and similar hazards for a number of rounds equal to your tier.

Ability Score:
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

Tier 2: Dexterity
Tier 4: Constitution

Mythic Feat:
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Tier 1: Dual Path (Champion)
Tier 3: Rapid Shot (Mythic)

Hard to Kill (Ex):
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for
taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su):
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different
abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

-Amazing Initiative (Ex):
At 2nd tier, you gain a bonus
on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in
this way more than once per round.

Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is
an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Spells:

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Spells
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1st (2+1/day)

2nd (1+1/day)

3rd (1/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Composite Longbow (+1 Adaptive, Impervious)
Silver Nocking Point
Elven Curve Blade (+1 Cold Iron)
Mithril Breastplate +1
Efficient Quiver
Handy Haversack
Cloak of Elvenkind
Boots of Elvenkind
Corset of Delicate Moves
Ring of Resistance +2
Ring of Protection +1
Belt of Physical Might +2 (STR/CON)
Headband of Inspired Wisdom +2

-10 Angel Head Durable Arrows
-10 Blunt Durable Arrows
-10 Silver Durable Arrows
-80 Cold Iron Durable Arrows
-70 Standard Arrows
Boarding Axe (Cold Iron)
Dagger (MWK Adamantine)
Crusader's Cross (Silver)
Yellow Silk Wrap
Ranger's Kit:
-bedroll
-belt pouch
-flint and steel
-iron pot
-mess kit
-rope
-torches (10)
-trail rations (5 days)
-waterskin.
Gear Maintenance Kit
Grooming Kit
Kyonin Rangers Brooch
Standard Outfit
Journal
Pen & Ink
Courtier's Outfit

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Consumables
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Wand: Cure Light Wounds (50)
Wand: Resist Energy (50)
Wand: Lead Blades (30)
Potion: Expeditious Retreat
Potion: Monkey Fish
Potion: Protection from Evil
Potion: Blend
Alchemists Fire (2)
Holy Water (2)
Holy Weapon Balm (2)
Antitoxin (2)
Antiplague (2)
Caltrops (Cold Iron) (1)
Sunrod (2)
Smokestick (2)
Tindertwig (6)
Calistria's Kindness (3 months)
Candle (4)

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 16 GP 9 SP 5 CP

Background:

Wyniess is a Morgethai, which is not uncommon in Kyonin, especially in the southwestern quarter of the elven nation. Since the forbearers of the family settled in what would become the town of Riverspire several generations ago, the Morgethais have tended to produce prodigious numbers of children compared to most elven families. As a result, the Morgethai clan has grown quite large. Riverspire, now boasting a population of more than three thousand, is mostly inhabited by members of the family whether they bear the name of not. Other members of the clan have moved elsewhere at one time or another, spreading branches of the family tree across the rest of the kingdom.

As might be expected with a family comprised of so many members, most of them are quite average, artisans, trades people, and a few farmers living typical lives. The Morgethais cannot boast of any members among the aristocracy, but there are a couple of well-known heroes among their ancestors. There is even one criminally embarrassing member of the family, an older, distant cousin of Wyneiss’s who now lives in permanent exile.

Wyneiss herself is from Riverspire. She belongs to a branch of the family known for its tradition of armed service to Kyonin. They tend to stand a little apart from the rest of the family because of this distinction. They are proud of their tradition of military service, and respected for it. But on the other hand they also tend to resent the greater admiration given to parts of the family with stronger traditions of arcane talent. The complaint, more often muttered among themselves than openly to all, is that they sacrifice for the good of all Kyonin’s elves, while wizards and their ilk are often as not self-serving and undeserving of admiration.

Given the context she grew up in, Wyneiss never seriously considered any occupation other than warrior. The choice to join Kyonin’s rangers was also a clear one to her. Although Riverspire doesn’t sit at the edge of the Tanglebriar Swamp, the distance between them isn’t great. There were only a couple of occasions within anyone’s long memories when Riverspire had faced any kind of demonic threat, but the danger of it was ever present. Everyone knew the only reason Riverspire knew any kind of security from the Tanglebriar’s demon was because the edge of the great swamp is constantly patrolled, and the constant seep of demons across the border and deeper into Kyonin is lethally prevented.

To Wyneiss, the rangers were the most tangible and important defenders of Kyonin. She wanted to be a part of something like that. If anything, Kyonin runs on tradition, so there was little doubt Wyneiss would be accepted given her family’s tradition alone. That’s not to say she was otherwise unqualified though, she certainly was. From a very young age Wyneiss had been trained in the use of weapons and practiced enthusiastically. By the time she entered service, she was already physically ready for its demands. Her reflexes were well honed, and she was stronger and heartier than her thin elven frame would suggest. Still, there was plenty to learn, and a lot of room for rookie mistakes. An early mistake nearly killed Wyneiss, and put her on the road to Mendev.

Kyonin’s war with the demon Treerazor has long been in a stalemate, with neither side strong enough to push forward against the other. The situation is not symmetrical however. Mostly Kyonin’s rangers patrol the edges of the Tanglebriar, stopping incursion attempts rather than venturing into the swamp to take the fight there. Elven numbers are simply too small to push back.

One day Wyneiss and her friend Elashor did go in. Her squad had split into pairs to look for any signs of trespassers, and of course the two had paired. Both Wyneiss and Elashor were new, only a few months in. They had quickly become good friends, and tended to stick together whenever they had the choice. They had found signs of something passing, but were surprised to see the tracks appeared to return to the Tanglebriar. It was odd; demons would tend to press forward, as deep into Kyonin as they could before they were eliminated.

They followed the trail, which was permissible if there seemed to be a good reason to do so. Wyneiss and Elashor became convinced they were very close to the source of the trail they were following, and split up to scout it. Wyneiss found nothing, and began to get turned around, not completely sure which way was back out. She lost contact with Elashor, and could not find him. After searching for a while, she decided it would be best to turn back, figuring she was the lost one while Elashor was not. Even when she crossed back out of the Tanglebriar she couldn’t find Elashor though. After the squad regrouped they continued to search for him with no results. Eventually they had to stop since the remainder of the day had passed and the night was deepening.

They camped in place, intending to renew the search for Elashor the next morning. But soon enough he found them. As soon as Wyneiss saw him, she hurried to him. He seemed to be moving a little awkwardly, as if he had been injured. She went to help him, as well as scold him for causing so much worry. In the absence of light, she was very close to him before she realized something was very wrong, or paid attention to the warning calls from the rest of the squad.

In truth it was only Elashor on the outside. A vermlek demon now wore his skin. The vermlek brutally struck Wyneiss down. She was so horrified she did not even think to defend herself. The rest of the squad dispatched the vermlek, so Wyneiss lived, but only barely. Magic healed her body. Eventually there was hardly any sign she had been wounded. Mentally Wyneiss remained badly injured. She tried returning to her position as soon as she was physically whole again, but it did not go well. The smell of the Tanglebriar made her sick. She was paranoid and jumpy. Wyneiss could not handle being out of sight of the others she was with.

She was hardly the first person to suffer such debilitations. Centuries of the war had broken many elves. In this lesson, Wyneiss learned of another reason why her own little branch of the Morgethai clan tended to set itself apart; nobody else could understand what it was like to serve in Kyonin’s military unless they had as well. Her commander understood though, and she was placed on three years leave. He told her that with time the event that had traumatized her would fade, and after a few years she would be welcomed back with open arms.

Wyneiss was not pleased with the decision. Idleness would make her soft. She was convinced pushing herself would help her more than being away. Her commander respected her commitment, but would not budge on allowing her back in combat.

The Ascension (Separate Spoiler Since this got Really Long, Sorry):

Wyneiss tried other means, appeals of the decision, the influence of better connected relatives, but she remained sidelined. Eventually she decided that if she couldn’t act as a Ranger, she would act alone. Nobody could prevent her from privately going her own way. It would need to be a secret though, noncooperation with her superior’s decision could lengthen her period of rehabilitation, or even cause her to be permanently dismissed.

She slipped over into the Tanglebriar alone and with a destination in mind. Wyneiss killed as she traveled, whenever she could do so without taking suicidal risks. By the time she reached the ruined city of Shevaroth, her tally was a trio of dretches, a schir, a a pair of swaithes, a cambion, and after a long running battle, a brimorak. She also put down a quickling and a corrupted dryad. Wyniess considered the dryad a mercy killing.

Shevaroth had been a great city before Earthfall, and the location of the greatest Calistrian temple on the continent. Wyneiss had made her journey to visit the temple, she felt she had reparations to make. The rumors circulating within Kyonin were not far from the truth. The city was abandoned, more so than the swamps around it. Wyneiss had no trouble she couldn’t slip around as she located the temple. It also turned out to be true that cultists of Rovagug had occupied the temple for their own use. But, whatever they have once been in the past, Wyneiss found only a decayed remnant of old, mostly crazed worshippers. Despite a couple of serious wounds the brimorak had given her that now festered, she had little trouble ambushing or assassinating the remaining cultists one by one. When she finally had the place to herself, she restored and cleaned Calistria’s shrine, then began a vigil in front of it. Wyneiss was settling in to make her peace and die. A journey back would be impossible due to her injuries.

First Wyneiss prayed for her lost friend Elashor, then she admitted her faults and failures. If her mind had been stronger, she would not have been removed for the Rangers. She would have had ample time and opportunities to extract the vengeance Elashor deserved, that Kyonin deserved. Or, if she would have had the temperance to wait the years required before she could begin, she could have extracted more. But, Wyneiss couldn’t wait, so she took the measure of revenge she could while coming here to atone as best she could for its inadequacy. Elashor deserved more, Kyonin deserved more. Calistria deserved more than the killing of a few old men in compensation for the ruin and desecration of her greatest place of worship.

In a couple of days Wyneiss began to fade, sometimes slipping out of coherence or consciousness as the infection in her wounded leg spread. But, before she was gone, she received a visitor, a handsome and well-dressed Elven man. His presence did not make sense to Wyneiss, and she challenged him as a demon wearing a false form even though she found no hint of this in him. The man seemed amused at her claim and gave Wyneiss credit for being half right. He was no Elf, it was true. He gave his name as Threv, and shifted to his true form, a bipedal, frog-like humanoid. Wyneiss knew the name, Threv being one of Calistria’s three greatest divine servitors. Threv told Wyneiss that he had come to congratulate her on her excellent work, as well as her understanding of what revenge really means. He told her that she was an exemplar, keeping her intentions secret from family, friends, and superiors, anyone who might have stood in her way. He told Wyneiss that her desire and commitment were difficult to surpass. Most who seek revenge believe they can do so without risk or harm to themselves, that it is free if enacted correctly. But Wyneiss understood the cost she would pay, her own life, and only acted with stealth and caution in order to extend her run, the number of times she would extract revenge, rather than to preserve herself. He continued on this theme, saying that so many were surprised and regretful when they realized too late that the act of revenge is so often one of mutual annihilation. Wyneiss had intuited this to be true and embraced it, only regretting that more had not been possible before her end.

Threv then smiled sadly and told Wyneiss that she was mistaken about one thing though. ”You believed you sought revenge on behalf of others, your friend, your kingdom, The Savored Sting. But, you were deluded by your own lie. It was always for you, not them. They are, all of them, outside the need for vengeance. It was always something you desired for yourself, to satisfy yourself. That is how it should be; that is its purity. Be truthful with yourself. Delight in the taste of it. Scorn any shame."

“I advise you on the subject because your run is not finished, as you believe right now. The Lady in the Room has set her eyes upon you. Since you have accomplished so much without her aid, she is curious to see what you can do with her aid. You have much to do yet before your fire is finally quenched. ”

Wyneiss was passing into and out of delirium during Threv’s visit to her. When she was fully conscious and aware again, she wasn’t sure whether it had been real or hallucination. She found she did have proof though. She was entirely healed, without any sign of the injuries she had suffered. It was enough to convince her, and she took it all to heart. Further proof came as she journey back out of the Tanglebriar. Wyneiss found she was sharper, quieter, keener than she had ever been before. She exceeded her kill count on her return, with less effort and no serious injury. Perhaps she was now under Calistria’s gaze, a chosen experiment in vengeance now.

Of course she told nobody about her trek to Savaroth and back, nor did she mention anything about her vision, or visitation. She still wanted to be activated as a Ranger again. Besides whatever she knew or believed, simply telling others and expecting them to believe any of it seemed foolish. It would only be more evidence of her mental unfitness.

Regular Background Continued:

Finally her commander grew tired of being badgered by Wyneiss. As a compromise he returned her to activity, but as an observer in Mendev.

Sending representatives from Kyonin to Mendev was rare, but not unheard of. It allowed Wyneiss to feel she kept her dignity and stay active, while still having time and space to heal. Wyneiss has for her part taken on the role with enthusiasm, possibly more than is needed. She sends weekly reports back to her commander detailing the state of Mendev’s struggle with the Woundwound’s demons, as well as any other details she thinks might be relevant to Kyonin’s own war.

Appearance and Personality:

Height: 6'1" | Weight: 117 lbs. | Hair: Golden Blonde | Eyes: Sky Blue

Wyniess take great pride in being both an elf and a resident of Kyonin. That said, she is atypical of them (or at least foreign perceptions of them) in a couple of ways. She is not a highly cultured and erudite sophisticate who lives in Iadara. She has visited the capitol a few times, but her hometown of Riverspire is a small, simple place by comparison. She’s not completely without refinement, Wyniess does paint and play the lute, but she isn’t an artist so much as a hobbyist.

While she tends to be a traditionalist in her general opinions, she is also in some ways more open-minded than most elves in Kyonin. Yes, she does find Kenabres to be an ugly and dirty city. Yes, she does consider the artwork and architectural styles to be gauche, but she isn’t dismissive of humans. Instead, she thinks of them with a more anthropological mindset. She may not understand or approve of everything she sees and hears in Mendev, but the people of Mendev are waging the same war as the elves of Kyonin. It behooves her to suspend judgment and try to figure them out. Wyniess is open to the idea she can learn some things of value from humans. In any case, she was sent to Mendev to do so; it’s her duty.

Duty is something Wyniess cares about a great deal. Being a Ranger of Kyonin upholds and continues her family’s legacy, and she is more than happy in her role. While she feels those who sacrifice for Kyonin like she and her family before her have done are underappreciated in Kyonin, she is also appalled by the militarism of Mendev. If she had to choose between the extremes, she would choose Koynin’s way. Her feelings on the religious fervor of Mendev are the same.

Wyniess is disciplined and thinks of herself as a professional. She does what she does to protect Kyonin, not for personal reasons. She may hate demons but she does so because of the danger they pose to Kyonin, and Mendev, and ultimately the world. Personal retribution is not part of the equation for her. She fights efficiently, but also carefully. Revenge and other personal motives lead to risks and mistakes that get companions killed. Treerazor is not Kyonin’s ilduliel, where each nemesis gives their all in hatred against the other. They are at war. There is no place for such behavior from a true soldier.

Wyniess has only been in Kenabres for a few months, barely enough time to get settled in such a foreign place, and not enough time for her to come to know anyone she would describe as a friend. She is typically elven in her slowness to apply the term to others. The obligations doing so would entail require great care be taken in choosing who will be called a friend. She has acquaintances though, and a nascent social life.

Those in Mendev who know her would describe Wyniess as calm and on the quiet side. While she’s pleasant, she is also considered, even careful about what she says. When she is relaxed and at ease she can display wit and a tart sense of humor.