Malaina Ainsel

Female Human Ranger Lancer/Beastmaster


Name: “Malaina Ainsel”
Race/Talent: Human/Charismatic
Speciality: Ranger
Class I: Lancer/5
Class II: Beastmaster/8
Vitality: 158
Wounds: 14 (+10 when wielding Kiku-ichimonji)
Starting Dice: 4
Die Type: d8
Legend: +5 = +1(Lan) +4(BstM)
Reputation: 24
Renown: 1
Blood Feat: Draconic Heritage; You’re a descendant of mighty dragons, feared and admired by all. You gain thick hide 3
Destruction I: Each of your melee and unarmed attacks gains the armor-piercing quality equal to your Destruction Step
FAVORED ENEMIES: Goblins, Undead, Outsiders, and Horrors

Current XP: 150000/200000
Coin on Hand: 30s (Vari’s Cow Fund: 35s; If you wish to donate to his cow fund, let me know)
Stake: 1247s
Loot: Large Peridot gem found (worth 1800 silver)
Lifestyle: +9 [ +4(Lan) +2(BstM) +3(Cha)]
Panache: 2
Prudence: 5
Money Saved/Earned: 40%

STR: 16 / +3
DEX: 13 / +1
CON: 14 / +2
INT: 14 / +2
WIS: 19 / +4
CHA: 16 / +3

Ground Speed: 35ft
Fly Speed: 60ft
Other Speed (Base): 3
Travel Speed: 5MPH (in Favored Terrian, speed increase to 7MPH)
Carrying Capacity: Light Load (160lbs), Heavy Load (121-260lbs), Overloaded (361+ lbs)

SKILLS: Max Skill Rank = 15

Acrobatics: +15 (14[Ranks] + 1[Dex Mod.])
Athletics: +17 (13[Ranks] + 3[Str Mod.])
Impress: +18 (15[Ranks] + 3[Cha Mod.])
Intimidate: +15 (11[Ranks] + 4[Wis Mod.])
Medicine: +8 (6[Ranks] + 2[Int Mod.])
Notice: +18 (14[Ranks] + 4[Wis Mod.])
Resolve: +16 (14[Ranks] + 2[Con Mod.])
Ride: +14 (13[Ranks] + 1[Dex Mod.])
Search: +15 (13[Ranks] + 2[Int Mod.])
Sense Motive: +16 (12[Ranks] + 4[Wis Mod.])
Survival: +17(13[Ranks] + 4[Wis Mod.])

INITIATIVE: +13 = +4(Lan) +8(Bstm) +1(Dex)

BAB: Unarmed: +16 [ +8 (BstM) +5 (Lan) +3 (Str)]
Melee: +16 [ +8 (BstM) +5 (Lan) +3 (Str)]
Ranged: +14 [ +8 (BstM) +5 (Lan) +1 (Dex)]

FORT: +10 [ +4(BstM) +4 (Lan) +2 (Con)]
REF: +6 [ +4(BstM) +1(Lan) +1(Dex)]
WILL: +10 [ +2(BstM) +4(Lan) +4(Wis)]
Defense: 18 [ +5(BstM) +2(Lan) +1(Dex) +10]

Halberd: +17 Attack, 1d10 +3 dmg, 19-20 Threat (17-20 for Favored Foes), 8lbs, Qualties/Upgrages: AP 5, Reach +1, Trip, Bleed, Hook

Chakram (3): +15 Attack, 1d6 +3 dmg, 20 Threat (18-20 for Favored Foes), 3lbs, 20ft x 3, Qualties/Upgrades: Keen 4

Razor: +17 Attack, 1d6 +3 dmg, 19-20 Threat (17-20 for Favored Foes), 1/2lbs, Qualities/Upgrades: Bleed, Excruciating, Finesse, Grip, AP 1

Katana: +17 Attack, 1d10 +3 dmg, 19-20 Threat (17-20 for Favored Foes), 4lbs, Qualities/Upgrades: Calavry, Keen 4, Grip, Bleed, AP 1

Bola: +15 Attack, 1d6 +2 subdual dmg, 19-20 Threat (17-20 for Favored Foes), 2lbs, 20ft x 3, Qualities/Upgrades: Cavalry, Trip

Rostislasi (Long Sword): +17 Attack, 1d12 +2 +3 dmg, 20 Threat (18-20 for Favored Foes), 4lbs, Qualities: Calvary, Bleed, AP 1, Magic Weapon, damage resistance 4 vs ranged attacks

Orc Stiletto: +17 Attack, 1d4 +3 dmg, 18-20 Threat (16-20 for Favored Foes), 1/2lbs, Qualities: AP 8, Grip, Bleed, Finesse, Keen 4

Mace: +17 Attack, 1d8 +3 dmg, 20 Threat (18-20 for Favored Foes), 5lbs, Qualities: Superior (adds a +1 to damage), Grip, Keep 4, AP 4

Fire Breath: +15 Attack, 2d6 +2 dmg, 20 Threat (18-20 for Favored Foes), Qualities: 20ft beam, Fire Damage

Kiku-ichimonji (Shamshir): +17 Attack, 1d12 +3 dmg, 19-20 Threat (17-20 for Favored Foes), Qualities: AP 4, Calvary, Magic Weapon (adds +10 to Wounds when wielded)

Ranchers Desperation (Bola): +15 Attack, 19-20 Threat (17-20 for Favored Foes), 2lbs, 20ft x 3, Calvary, Trip, Magic Weapon; instead of damage, if attack gets through opponents defense, character auto-polymorphs into a cow.

ARMOR: Moderate Hardened Leather, 4 DR, 0 DP, 0 ACP, +5 Speed, 24lbs, Resistances: 8 Fire/2 Edge, Upgrades: Fireproof, Reinforced, Lightweight

- Backpack: +2 Str for carrying capacity, 3lbs
- Canteen/Waterskin: Holds 2 quarts of liquid, .5lbs
- Grooming Case: +1 to user’s Appearance bonus, 2lbs
- Whistle: Signal 1 mile (outdoors) or 500 ft. (indoors), .01lbs

MAGIC ITEMS: Dragon Eye Pendant – Lvl 5, Damage Aura, Greater (1d10 Edged Damage)(3/??); Perceived to be a deep blue pendant around the neck, the dragon eye eeriely stares right at you, as if looking through you. And if you happen to strike, something invisible and deadly will strike you right back.

- 7 League Boots – Lvl 7, Greater ACP Negation; Described to let the wearer go 7 leagues over the land and never grow tired while leaving his exhausted enemies behind

- Rostislasi, the Longsword of Fate – Lvl 7, +2 Damage weapon (1handed) with damage resistance 4 vs ranged attacks; Looking like a regular 3-4ft long sword you would find in any adventure party, the hilt of this sword is copperish-gold with a brown, almost worn looking leather grip, drakish curved looking cross guards and both sides of the pommel have the image of a rose compass, giving the feeling that the sword will help point you to your fate.

- Cheiftains Stave – Lvl 10, +4 to Wisdom Score. Dwarven made, this particular stave seems fill the person wielding it with more awareness of the world around them, also able to make decisions in a more wise manner then before. It is kept in contact with Malaina’s person from a special sash made to hold the stave.
Bright Idea (Stave Ability): At Level 3, once per session when making an Intelligence-, Wisdom-, or Charisma-based skill check, you may roll twice, keeping the result you prefer. Due to the staves level, you may roll two times per session.

- Kiku-ichimonji, the Forgotten Blade – Lvl 13, 2-handed Shamshir that adds a +10 Wounds when wielded. Most weapons have some kind of story to tell, of places it has seen, warriors who have wielded them and the battles they have fought in. Unfortunately, this sword has yet to fight in battle or spill any blood. It was only out of its scabbard once before it was put away into darkness. But now it feels a new hand holding onto it, this one having been through many battles and when she gave her promise to finally fulfill its destiny, for a second, it whispered its name to her.

- Ranchers Desperation, the Bola of the Cevas – This weapon looks like any standard issue bola you can purchase anywhere. Except for in place of bola nuts, one end has a cow head and the other end has a bull head. When thrown, if the bola hits its target, instead of your enemy having their legs locked up and falling down, the magic activates and they are suddenly turned into a bovine. A certain, young drake may come to truly love this weapon which will save him some silver.

Arrow Cutting: Initiative Action (Forte): The character tries to ‘cut a projectile out of the air’ the instant before it hits him. While armed with a melee weapon, once per round after the character’s been hit by a bow or hurled attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).

Mix Up (Disarm): Trick: The character is full of surprises, calling upon techniques when they’re least expected. He chooses one of the following actions when he gains this trick: Anticipate, Bull Rush, Disarm, Distract, Feint, Grapple, Pummel, Taunt, Threaten, Tire, or Trip. Once per round, when the character hasn’t taken the chosen action during the last 3 rounds, he may take it and gain a +3 morale bonus with the first attack or skill check it requires.
Special: This trick may be gained multiple times, each time for a different action.

Fend: Melee Attack Trick: The character uses fancy footwork, staggering strikes, and warding blows to create a pocket of space between he and his opponent. If the character hits with this attack, he may immediately move 5 ft. as a free action.

Breaking Twist: Initiative Action (Forte): The character catches an incoming attack and uses its momentum against his attacker’s weapon. Once per round, immediately after the character is hit with a melee weapon, he may make a free attack against that weapon (vs. the wielder’s Defense). This free attack inflicts full damage only if the character’s weapon has the hook quality (see Fantasy Craft, page 176); otherwise it inflicts only 1/2 damage (rounded up). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (minimum 1).

TOPPLING SWING: Melee Attack Trick (Forte): The character brutally batters his target, throwing him off-balance until he can regain his footing. Each time the character hits an opponent of equal or smaller Size with a two-handed melee weapon, the opponent
suffers a cumulative –1 penalty to Defense. This penalty lasts until the opponent takes a movement action or the combat ends (whichever comes first).

Attack Trick: The character focuses completely on one opponent, keeping the pressure on until an attack gets through. If the character’s last attack was also against the current opponent and missed, he gains a +2 bonus with this attack.

Melios, Vidoss, Gamlok, Kamalil – Languages
Matha, Drake Care, Weapon Information, Military Knowledge – Study
The Dragon King (Destruction 1 step) – Alignment
Proficient: Edged, Hurled and Blunt
Forte: Edged, Hurled and Blunt

Special/Abilities/Feats: CHARISMATIC
Your natural presence is almost overwhelming.
• Attributes: +2 Charisma
• Base Speed: 30 ft.
• Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
• Double Boost: You may spend and roll 2 action dice to boost Charisma-based skill checks.
• Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.

Your guidance dramatically improves your teammates combat prowess.
Benefit: Once per round as a full action, you may direct a teammate who can see and hear you to make an immediate Standard Attack.

Your complex synchronized assaults are devastating.
Prerequisites: Coordinated Attack
Benefit: Once per round as a full action, you may direct a teammate who can see and hear you to make an immediate Feint, Reposition, or Standard Move.

You’re quite comfortable in armor.
Benefit: While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (in all cases, minimum 0).

Benefit: When you wield a polearm it gains hook. Also, you gain a stance.
Spinning Shield (Stance): You gain DR against bow and hurled weapon damage equal to the number of Melee Combat feats you have.

Benefit: Once per round you may immediately make a free polearm attack against an opponent who moves into a square adjacent to you. You inflict only 1/2 damage with this attack (rounded up). Also, you gain a trick.
Topple and Gut (Polearm Trip Trick): You also inflict your polearm’s damage.

Benefit: Your Wisdom score rises by 1. Also, you gain a trick.
Skull Crack (Polearm Attack Trick): If the target is a standard character with a lower Wisdom score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.

If you’re consistently lucky, is it really luck?
Benefit: When you roll an action die, it explodes on its highest or second highest natural result (e.g. 5–6 on a d6, 9–10 on a d10, etc.).

You exploit the environment to great advantage.
Benefit: Choose a terrain, gaining the following benefits. Also, you may always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain.
- Pathfinder Basics (Mountains/Caverns): You gain Falling Resistance 5 and a +2 bonus with Climb checks.

You’re one with your chosen environment, surviving there even against all odds.
Prerequisites: Pathfinder Basics
Benefit: When in one of your Pathfinder terrains, you gain a +4 gear bonus with Blend and Survival checks, and a +2 gear bonus with saves.

Not everyone sees a sword’s true flexibility and depth. Pity them.
Prerequisites: Edged forte
Benefit: Once per round as a free action, you may Anticipate an opponent that you’ve hit with a sword this round. You suffer a –4 penalty with the Sense Motive check. Also, you gain a stance.
Martial Spirit (Stance): You gain a +1 bonus with melee attack checks and a +3 bonus with melee damage rolls.

The risks and rewards of battle are laid bare before you.
Prerequisites: Sword Basics
Benefit: You may use a sword to perform polearm or spear tricks. Also, you gain a trick.
Bury the Blade (Sword Attack Trick): If you hit by 4 or more, your attack gains keen 10.

You definitely bring the beat down.
Prerequisites: Blunt forte
Benefit: Each of your club attacks may inflict your choice of lethal or subdual damage instead of the weapon’s normal damage (no penalty or damage decrease occurs). Also, you gain a stance.
Driving Stance (Stance): Each time you hit an adjacent opponent with a melee attack, they’re pushed 5 ft. away from you (assuming there’s an empty square behind them). If they’re pushed, you may move into the square they previously occupied.

One look at you and people start to recall urgent appointments elsewhere.
Prerequisites: Club Basics
Benefit: When holding a readied club you gain a +4 gear bonus with Intimidate checks. Also, you gain a trick.
Brained (Club Attack Trick): This trick may only be used when inflicting subdual damage. If the target fails his save against subdual damage, he instead fails 2 saves.

DRACONIC HERITAGE: You’re a descendant of mighty dragons, feared and admired by all.
Prerequisites: Level 1 only
Benefit: You gain thick hide 3 and are always considered to have a
mage’s pouch (see pages 13 and 159, respectively). When taking the Basic Skill Mastery feat you have access to a new skill pair: Conqueror (Impress & Tactics).

DRACONIC LEGACY: Your ancestry’s draconic promise manifests fully in you.
Prerequisites: Saurian or Human, Draconic Heritage
Benefit: The higher of your Strength or Intelligence scores increases by 1. You may also breathe fire and select feats as if you’re a Drake (see page 9). You may choose to grow leathery wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you find it difficult to subdue your imperious nature, suffering a –5 penalty with Blend checks.

You’re an experienced woodsman specializing in the careful study and decimation of certain enemies.
• Bonus Feat: Battlefield Trickery
• Animal Empathy: The Dispositions of non-adversary animals increase by 5.
• Camouflage: Choose a terrain: aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.
• Favored Foes: Choose 2 Types: animal, beast, construct, elemental, fey, folk, horror, ooze, outsider, plant, spirit, or undead. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen Types. You may choose an additional Type at Career Levels 6, 11, and 16.

Lifetime Companion: You gain a mount per the Animal Partner feat (see page 108). You may gain the Animal Partner feat a second time later, as your character options allow. Your mount is replaced at no cost if lost or killed. Also, you receive a 20% discount with mounts and mount-related gear.

Born in the Saddle: It takes tremendous ego to command nature, especially when it’s prone to bucking and crushing the meek; fortunately, these traits help with two-legged beasts as well. At Level 1, each time you fail an Intimidate or Ride check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect. (DC 25 Auto Succeed for Ride or Intimidate)

Mettle I: At Level 2, you gain the Armor Basics feat and your maximum Resolve rank increases to your Career Level + 6.

Bred for War: At Level 4, you gain a +2 bonus with Refresh rolls. When mounted, this bonus increases to +4 and your mount also benefits from the action. At Levels 8, 12, 16, and 20, this bonus increases by an additional +2.

Bonus Feat: The art of war extends well beyond the battlefield. At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Melee Combat or Style feat.

Beast Kin: You share a deep and intuitive bond with animals. When you spend an action die to boost your Animal Partner’s checks, you roll and add the results of 2 dice (e.g. at Career Level 6, 1d6 ecomes 2d6).

Exotic Partner I: You have a knack for taming exceptional and exotic beasts. At Level 1, a single Animal Partner’s maximum XP value increases by 10. Also, your exotic partner may have the Beast, Horror, Ooze, Plant, and Undead Types.

Exotic Partner II: At Level 5, your exotic partner’s maximum XP value increases by 20 more (total bonus 30), and you may alternately divide its total XP value between two Animal Partners if you prefer.

Man and Beast: You can use your companions’ abilities as if they’re your own. At Level 2, once per session as a 1-minute action, you may choose 1 NPC quality except class ability, damage defiance, feat, or veteran with an XP value of 3 or less belonging to any of your Animal Partners. You gain this NPC quality until the end of the scene.
At Level 7, you may use this ability twice per session.

Pack Alpha: At Level 4, at the start of each round, you maybgive an adjacent Animal Partner one of your half actions, or vice-versa.

Sic ‘em, Boy!: At Level 4, at the start of each scene, you may grant your Animal Partners 1 of your Unarmed Combat or Terrain feats until the end of the scene. At Level 8, you may share a combined total of 2 Unarmed Combat and Terrain feats with Animal Partners in each scene.

Life Bond: At Level 6, as a full action, you may transfer up to 1/2 your remaining vitality to your Animal Partner (rounded down), or vice-versa. This may not increase either character’s vitality points beyond their normal maximum

Red in Fang and Claw: At Level 8, so long as your Animal Partner can see or hear you, it costs you 1 fewer action dice to activate its critical hits (minimum 0).


Her name is Malaina, the name meaning ‘black’, because when she was born she was born with a head full of black hair, reminding everyone of the Black Peaks that they called home. She was born in a small village that was able to prosper due the volcanic soil and able to keep small herds of goats, sheep and cows. She is the daughter the village leader, the only girl and the youngest, having had 2 older brothers who doted on her from what she can remember. There is even a small legend that her family has Dragon blood flowing through their veins. The village lives on a border of Drake territory, yet, for as long as even the elders can remember, the village and the drakes have lived in relative peace with each other, even on occasion coming to the aid of one another.

When she was around the age of 6 years, a baby Drake was found at the border, all alone and it’s parents were not around anywhere, though there seemed to be signs of some kind of battle. So they brought the baby into the village to care for it, planning to send scouts to see if they could either find the parents or call to Drakes that lived close by to take the baby in. But the next morning, the village was attacked by goblins, looking to take the baby and make a meal of it like they did the parents. The villagers fought back bravely, but they were not warriors, just a simple mountain village, and so almost all were killed in the massacre.

Malaina, who was visiting the baby Drake that morning, heard the screams and, unfortunately, looked out to the violence that befall her home, even seeing her own brothers killed before her eyes. She ran back to the baby and gathered it up into her arms, not caring about how heavy it was and tried to run, but she was caught by the leader of the attacking horde. Before he could strike, he was struck down himself by her father, but he was already mortally wounded. Giving her a small trinket that had been passed down in their family, he told her to run and never look back and Malaina did, crying the whole way and promising to keep the baby Drake safe.

Now the Drake, either because it was young or eternally grateful, never left Malaina’s side, and so she took care of it like it was her own family, both of them growing up together in the Black Peaks. Yes, he grew big, very big and thus couldn’t be carried around like he loved, but he made up for it by letting her ride him. They took his first flight together, helping whenever they could, though the occasional cow or goat would go missing.

Malaina is somewhat of a tomboyish individual, a sweet personality, but she hates goblins with a passion, not showing any mercy if one comes across her weapons. She loves her Drake, Vrauivant or Vari for short, like he was her brother or son and sometimes, one is not without the other. She has grown up in the wild, finding it more comfortable then a city, but she isn’t one to not care about her hygeine. She loves a good joke, but will quickly put men in their place if they try to say anything about her knowing her place as a woman.

Vari or Vrauivant, considers Malaina his family, whether it be mother or sister, only other Drakes or others of his kind would know. He is super protective of her and since she can’t carry him anymore, he carries her. He loves to bathe with her and has perfected his innocent look when a cow or goat goes missing. Hey, a growing Drake gets hungry! He loves to play small pranks on those who won’t suspect him, but he can get whiny when he feels Mala isn’t paying him enough attention.

Malaina Ainsel

Sunchasers DH Moochi