Ranger

Yasala's page

199 posts. Alias of Mat_H.


Race

HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 |

Classes/Levels

Active Conditions: None

Gender

Female Civilized Azimbanan Spirit Ranger 5 |

About Yasala

Name: Yasala
Gender: Female
Race / Culture: Human (Azimbanan) / Civilized
Class: Spirit Ranger 5
Age/Height/Weight: 27 / 5ft 9in / 152 lbs
Languages: Azimban, Khazistani, Shoma, Susrahnite, Yar-Ammonite, Zadjite

Initiative +2 (additional +2 in urban)
Senses Perception +11 (additional +2 in urban, +4 vs decadent, +2 vs civilized)
Speed 30 ft.

-----DEFENSE-----
Max HP: 64
AC: 18 (13T/15FF) (+5 Armor, +2 DEX, +1 Feat)
DR: 2
CMD: 22 (19 FF) (24 vs Dirty Trick and Sunder)
Fort: +7 Ref: +6 Will: +2
-2 to saves vs Poison and Disease

-----OFFENSE-----
***additional atk/dam of +4 vs decadent and +2 vs civilized***
Melee
MWK Kilij +10 (2d6+6) 19-20x2 S (additional +2 to Sunder)
Longspear +9 (1d8+6) 20x3 P (reach)
Dagger +9 (1d4+4) 19-20x2 P/S
Ranged
Composite Longbow (3Str) +7 (1d8+3) 20x3 P
Dagger +7 (1d4+4) 19-20x2 P/S

CMB: +9 (+11 vs civilized, +13 vs decadent)
+11 for Sunder and Dirty Tricks (+13 vs civilized, +15 vs decadent)
BAB: +5

Spells Prepared (CL 2, Concentration +3)
L1: Alarm (0/1), Heightened Awareness (1/1)

Traits, Feats, and Special Abilities:

TRAITS
Reckless: (Combat) You have a tendency for rash behavior in battle, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Truth's Agent: (Social) You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

FEATS
Azimbanan Spear-Mastery: (Susrahnite) You can strike adjacent foes with the longspear, not just those who are 10 feet away.
Power Attack: (Human Bonus) -2/+4(+6 for 2H) 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.
Cleave: (Civilized Bonus) As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Quick Draw: (Lvl1) You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Endurance: (Class Bonus) 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.
Improved Sunder: (Lvl3) You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Improved Dirty Trick: (Underhanded Combat Style) You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Dodge: (Lvl5) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

SPECIAL ABILITIES
Favored Enemy: (Decadent +4; Civilized +2) gain 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.
Favored Terrain: (Urban) a ranger may select a type of terrain from the Favored Terrains table. 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).
Spirit Bond (Augury): (1/day) A spirit ranger forms a bond with the spirits of nature themselves. Each day, as long as she is within one of her favored terrains, the ranger can cast augury as a spell-like ability with a caster level equal to his ranger level.
Spirit Bond (Spontaneous Spellcasting): (1/day) A spirit ranger can call upon spirits to cast any one ranger spell that she is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, she can cast an additional spell in this way.
Track: (+2) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy: (+5) 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.

CIVILIZED CULTURAL ARCHETYPE
Ability Adjustment: +2 to one ability score of your choice
Educated Gain 1 extra feat at 1st level, and 1 extra skill point per level.
Frail: Civilized people have a -2 penalty to saving throws against poison and disease.
AZIMBANAN
Racial Traits: +2 racial modifier to Strength; +2 racial bonus to Intimidate and Perception skills; Azimban Spear-Mastery as a bonus feat.

Ability Scores and Skills:

Ability Scores:
Str 18(+4) (16 + 2 Azimbanan)
Dex 14(+2) (13 + 1 ASI)
Con 16(+3) (14 + 2 Civilized)
Int 10(+0)
Wis 12(+1)
Cha 10(+0)

Skills:
* = class skill
# = level 0 skill

*Acrobatics +8 (5 ranks, 3 class skill, 2 DEX, 1 trait, -3 ACP)
Appraise +0
#Bluff +9 (5 ranks, 3 class skill, 1 synergy) *see modifiers*
*Climb +1 (4 STR -3 ACP)
#Diplomacy +5 (2 ranks, 3 class skill) *see modifiers* / additional +1 to gather information
#Disguise +8 (5 ranks, 3 class skill)
Escape Artist -1 (2 DEX -3 ACP)
*Heal +1
*Intimidate +2
*Kn(Dungeoneering) +4 (1 rank, 3 class skill)
*Kn(Geography) +4 (1 rank, 3 class skill) *see modifiers*
*Kn(Local) +8 (3 ranks, 3 class skill, 1 trait, 1 synergy) *see modifiers*
Linguistics +3 (3 ranks)
*Perception +11 (5 ranks, 3 class skill, 1 WIS, 2 racial) *see modifiers*
*Profession (Smuggler/Transporter) +9 (5 ranks, 3 class skill, 1 WIS)
*Ride -1 (2 DEX -3 ACP)
#Sense Motive +9 (4 ranks, 3 class skill, 1 WIS) *see modifiers*
*Stealth -1 (2 DEX -3 ACP) *see modifiers*
*Survival +9 (5 ranks, 3 class skill, 1 WIS) *see modifiers*
*Swim +1 (4 STR -3 ACP)
ADDITIONAL MODIFIERS:
-Area Map (region): +1 to Knowledge checks and Survival involving navigation
-Blue Book (city): +2 to Kn(local), Bluff, Diplomacy to gather information
-Book of Letters (region): +2 on Diplomacy dealing with officials, +2 on Linguistics to create forgeries
-City Map: +2 to Kn(local) and Survival to avoid getting lost
-Disguise Kit (universal): +2 on Disguise
-Fashionable Accessories (city): When paired with courtier/entertainer/noble's outfit; +2 on Diplomacy to make requests/gather information, and on Bluff/Disguise to appear local.
-Forger's Kit (univeral): +2 when creating forgeries
-Favored Terrain: +2 to Kn(geog), Perception, Stealth, Survival in urban areas
-Favored Enemy: Bonus to Bluff, Knowledge, Perception, Sense Motive, Survival (+2 Civilized/+4 Decadent)

Gear and Equipment:

Combat Gear:
MWK Kilij (350g; 8 lbs)
Longspear (5g; 9 lbs)
Dagger (2) (4g; 2 lbs)
Composite Longbow (3Str) (400g; 3 lbs)
MWK Scale Mail (200g; 30 lbs)
Arrows (20) (1g; ---)
Adventuring Gear:
Backpack, masterwork (50g; 4 lbs)
Bedroll (1s; 5 lbs)
Belt pouch (3) (3g; 1.5 lbs)
Blanket (5s; 1 lb)
Bullseye Lantern (12g; 3 lbs)
Camoflage Netting (urban) (20g; 5 lbs)
Chalk (10) (1s; ---)
Flint and Steel (1g; ---)
Hollow Book (15g; 3 lbs)
Ink, black (8g; ---)
Inkpen (1s; ---)
Journal (10g; 1 lb)
Oil (1s; ---)
Silk Rope (10g; 5 lbs)
Spell Component Pouch (5g; 2 lbs)
Waterskin (1g; 4 lbs)
Skill Gear
Area Map (Khazistan) (50g; 2 lbs)
Blue Book (Al-Qazir) (5g; 1 lb)
Blue Book (Amenti) (5g; 1 lb)
Blue Book (Iraab) (5g; 1 lb)
Blue Book (Katanga) (5g; 1 lb)
Blue Book (Zimballah) (5g; 1 lb)
Blue Book (Zul-Bazzir) (5g; 1 lb)
Book of Letters (Azimba) (50g; 3 lbs)
Book of Letters (Khazistan) (50g; 3 lbs)
Book of Letters (Shoma) (50g; 3 lbs)
Book of Letters (Yar-Ammon) (50g; 3 lbs)
City Map (Zul-Bazzir) (40g; 2 lbs)
Disguise Kit (50g; 8 lbs)
Fashionable Accessories (Zul-Bazzir) (50g; 3 lbs)
Forger's Kit (200g; 6 lbs)
Clothing:
Courtier's Outfit (30g; 6 lbs)
Hot weather Outfit (8g; 4 lbs)
Peasant's Outfit (1s; 2 lbs)
Scholar's Outfit (5g; 6 lbs)
Traveler's Outfit (2) (2g; 10 lbs)
Currency:
Jewelry (varied; 25-100g each) (400g; ---)
Gemstones (14 @ 50g each) (700g; ---)
Coin (140g) (140g; 3 lbs)
Current total wealth: 1240gp 0sp 0cp
Encumbrance:
Yasala's Encumbrance: 155.5 lbs
Carrying Capacity: 100/200/300
w/ Masterwork Backpack: 116/233/350

Background:

Yasala had a rough but exciting childhood in Zimballah. She never knew her parents or even her family name as she was orphaned as an infant, but fortunately the cult of Jul-Juggah sponsored orphanages throughout the city. Unfortunately, they were not the best of places, and the children were left barely educated and did not have much oversight by adults. Her childhood was therefore spent sneaking out of the orphanage as soon as her studies were complete and roaming around the stone city, mingling with the foreigners, getting underfoot in the markets, and constantly fighting with the other children. By her early teens she had been noticed due to her ability to not just slip in and out of places unnoticed, but also her ability to get out of trouble through lies, disguises, or just fighting her way out of tough spots if she had no other recourse. The people who had noticed her moved illicit goods throughout the city, and upon recognizing her talents they had her removed from the orphanage to their care and began to use her to get items from one place to another.

Over time she began to distinguish herself among the other 'runners' and she was trained for more dangerous tasks. She began moving full shipments of goods instead of just individual items, and would sometimes go along when items were moved illegaly to other cities and towns in Azimba. Time and again she would get out of difficult spots through her natural talents and guile, but also because she was often not under suspicion. Smuggling in Azimba was primarily a male profession so the guards and cultists were less suspicious of a young woman than they would have been of a man.

The more shipments they gave her to oversee, the more she distinguished herself, and eventually she gained the reputation of being one of the best, one who never lost the goods and who never got caught. While traveling outside Zimballah she took advantage of the chance to train in ways that most women in the city did not have, and added the use of real weapons to her usual scrapping with fists, knives, and dirty tricks. She learned to use the Azimban spear and the large two handed Kilij, and found ways to incorporate her natural tendency to throw dirt, gouge eyes, and punch kidneys with the use of these weapons. She even did some training with cultists that were friendly with her organization, learning to incorporate some of their tricks to help her make decisions and keep her safe.

By the time she was in her twenties she had earned enough to be able to pay back the cost of her training and became a freelancer. She augmented her smuggling with other
jobs that would benefit from her expertise, such as helping to guide caravans, keep travelers safe, and transport sensitive messages. Although these might have been perfectly legal tasks, she would often still need her skills in dissembling and in reading the nuances of the cities so that palms could be greased, information could be obtained, and standards of efficiency and safety could be met. Through all of these varied tasks she was constantly in the move throughout Azimba, Shoma, and even across the mountains to Yar-Ammon. Sometimes she traveled alone or in in small groups, but often with large groups of other travelers or caravans where she could better stay unnoticed. During her travels she took the time to learn the language, customs, and dress of every region she passed through to in order to better hide in plain sight and bluff her way out of trouble, and made a habit of maintaining maps, blue books, and copious notes for every major city she visited.

It was normal on the completion of a job for her to try to seek out people or items that needed to head towards Zimballah so that she could return to where she had the most lucrative connections. On her last trip to Yar-Ammon however, she impressed her employer enough that he asked her to stay and wait for further instructions. She realized that she had finally made it. She was no longer just one of the better movers, she was now one of the best and had been selected for something important. She was asked to travel north into Khazistan to attend to a shipment that was headed east from there into Susrah and Taraam. Not only was this an opportunity to learn about yet more new cultures, but it was an important enough job to warrant an advance on her payment. Yasala was ecstatic at what she thought was the beginning of a great step forward in her career.

Upon arriving safely in Khazistan, just south of the city of Zul-Bazzir, she was given yet more money, this time for traveling expenses, equipment, and potential bribes, and was told to familiarize herself with both the 'goods' and the route so that she could begin planning how to best facilitate the trip. When she went to check out what she was shipping, she found women in cages. This was no mere smuggling job, these were slaves.

Despite slavery not being illegal, Yasala had known too many slaves who were mistreated, and those who were thought of more like furniture than as people. Most slaves were well treated and often had the capability of eventually buying their way out of service as she had, but this was obviously not the case here. These men and women had been free. Their lands and possessions were had been violenty taken from them, and they were being treated worse than the animals that accompanied them. She took her time 'familiarizing herself with the goods' but in actuality was trying to figure out how she could free these poor poor and get away unscathed. She spoke at length with some of the slaves and then headed into Zul-Bazzir 'to get necessary supplies.' In actuality she was simply trying to separate herself from the situation and potentially find a way to help.

While shopping for supplies in the city, she recognized several familiar faces from the slaver encampment keeping an eye on her. The way they tried to avoid her attention made her realize that she had been overheard speaking with the slaves, and before the slavers' guards could grab her she waited for a distraction and slipped away into an alleyway. Unfortunately not only was she now a potential threat to their operations, she still had her advance pay and the traveling expenses on her when she disappeared.

Realizing the situation that she was in, Yasala went looking for a place to lay low. She knew she could easily stay incognito in the city, but the slavers would be looking for a lone Azimban woman new to the area. She also could not leave to head back south as word of her desertion and betrayal would probably move faster than she could. The best solution was to remain in Zul-Bazzir for now, and find another group new to the city to which she could attach herself. She carefully moved around the city, asking around for any group that fit her needs, so that she could approach them with a proposition. If she could join up with them she would be happy to assist them with her unique talents in exchange for safety in numbers. Hopefully she would find that she was a good fit with them, and she could continue to work alongside them and leave her old life behind. Life as a transporter was no longer as exciting as it once had been.

Appearance and Personality:

Yasala is an average looking Azimban woman. She is neither unattractive nor beautiful, neither tall nor short, neither skinny nor overweight. She is almost impressively average and unnoticeable. She uses this to be able to fit in with varied groups in various social situations, having a variety of clothing styles and accessories for any occasion.
She is generally friendly and polite, and having traveled extensively and worked with people of different social strata, she can get along with almost anyone. She knows when to be polite, when to be talkative, and when to be silent. As a smuggler by trade, even accidentally being insulting or rude is the easiest way to stand out, and standing out increases the chance of being caught.
When not taking her prior profession into account, she is still an amiable companion. She enjoys the company of friendly people and would rather be in a group than be alone. She is not quick to truly trust someone, but believes that everyone should be given the benefit of the doubt and will quickly include herself in a group. She is also good at noticing when someone is trying to get one over on her and will just as quickly remove herself from a group when she realizes that they are not to be trusted.
When she does reach the point of forming a real bond with someone, she is a true friend and will do almost anything to help them out, stopping only at performing tasks that endanger her for no reason. At the same time when crossed she has a temper; if she cannot easily extricate herself from the situation she will be quick to draw her Kilij while throwing dirt in her opponent’s eyes. When it is time to scrap there is nothing resembling a ‘fair fight’. There is only winning.