Characters

Dimata Sirathini

CR: 4 XP: 1,200


CN Medium humanoid (human)


Init: +4 Senses: Perception +10


Defense

AC: 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)


HP: 27 (5d10)


Fort: +4 Ref: +8 Will: +5


Offense

Speed: 30 ft.


Melee: mwk scimitar +9 (1d6+2/18–20)


Ranged: mwk light crossbow +10 (1d8/19–20)


Special Attacks: favored enemy (animals +4, magical beasts +2)


Spells Prepared: (CL 2nd; concentration +4) 1st—entangle (DC 13), longstrider


Statistics

Str: 15 Dex: 18 Con: 10 Int: 8 Wis: 14 Cha: 12


Base Atk: +5 CMB: +7 CMD: 21


Feats: Endurance, Iron Will, Point-Blank Shot, Rapid Reload, Self-Sufficient, Weapon Focus (scimitar)


Skills: Handle Animal +9, Heal +10, Intimidate +9, Knowledge (geography) +7, Linguistics +0, Perception +10, Stealth +12, Survival +12, Swim +6


SQ: favored terrain (jungle +2), hunter’s bond (companions), track +2, wild empathy+6


Languages: Common, Polyglot


Combat Gear: potions of cure moderate wounds (2), elixir of hiding (2), elixir of swimming, Kaava musk (Sargavan “goop,” see Pathfinder Chronicles Campaign Setting 130)


Other Gear: +1 studded leather, masterwork light crossbow with 20 bolts, masterwork scimitar, 310 gp


Description

Female human ranger 5

Before Combat: Dimata readies her crossbow and looks for a defensible position, preferring high ground and deadfalls or other terrain that serves as a barricade. If necessary, she uses her Kaava musk to attract predators to the site of an ambush.

During Combat: Dimata prefers to stay at range and force enemies to approach her, preferably over treacherous ground. Once her enemies close in, she switches to her scimitar and first tries to eliminate anyone she sees casting spells.

Morale: Dimata is brave but not foolhardy. She tries to flee if greatly outnumbered or obviously outmatched. She uses her knowledge of the jungle to mislead pursuers and hide herself. If there seems to be no other option, she may try to surrender but is more likely to fight to the death than allow herself to be executed by bloodthirsty enemies.

Forced into marriage at a young age, Dimata feared a prison of domesticity and political games in Egorian for the rest of her life. When her husband went missing on a trade mission to Sargava, an escape presented itself. Dimata hired a team to accompany her to Sargava and search for her lost husband. That was 18 years ago. The team has long since been dismissed and no sign of her lost husband ever surfaced, but Dimata finds the wild freedom of Sargava preferable to the stuffy council rooms of Cheliax.

After several years spent learning the ways of Sargava’s wilderness, Dimata fell prey to a band of Mwangi tribesmen. Dimata’s guards attacked them and were killed; the Mwangi carried Dimata off.

What happened over the next 33 days in the jungle remains a mystery, but Dimata reappeared with ritualistic scars on her face and a wild light in her eyes. From that day forth, she was a woman with inside knowledge of the Mwangi tribes and an even greater knowledge of jungle life and the wilds of Sargava. Her reputation as a guide was eclipsed only by her reputation as a hunter. Her talent with a crossbow had developed until her speed and accuracy could fell even mighty jungle tigers and massive plains buffalo.

Now Dimata hires out her services as a guide, tracker, and hunter to those she finds interesting and spends the rest of her time hunting exotic animals and occasionally acting as a translator and negotiator between Sargavan settlers and the Mwangi natives. Natives and settlers alike recognize Dimata on sight; her tanned skin, rangy limbs, and ritualistic scars speak of a life lived out of doors, and her scuffed leather armor and carefully maintained weapons tell of the many trials she faces in the jungle.

Dimata feels herself growing older and knows that time will eventually claim her, as it does those lucky enough to outwit or outrun death at the claws and teeth of a predator. Child-free and presumably a widow, she has no regrets about her life, and thanks the jungle for hardening her flesh into something as tough as wood, giving her body the strength to match her will.

Boon: Dimata knows many unusual landmarks, sites of ruins, and dangerous areas in the wild areas of Sargava, and she passes this knowledge on to those she likes. Dimata can also facilitate meetings with Mwangi tribes, but does so only if she trusts the characters completely.

Source: NPC Guide, p. 28