Nature Bond (Animal Companion); Nature Sense; Orisons; Wild Empathy
Alignment
Neutral Good
Deity
Erastil
Location
Stolen Lands
Languages
Common, Druidic, Skald, Sylvan
Strength
14
Dexterity
14
Constitution
14
Intelligence
12
Wisdom
16
Charisma
8
About Feravan Woodward
Feravan Woodward
Male human (Ulfen) druid 2
NG Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 17 (2d8+4)
Fort +6, Ref +2, Will +6
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Offense
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Speed 30 ft.
Melee club +3 (1d6+2) or
. . mwk scimitar +4 (1d6+2/18-20) or
. . sickle +3 (1d6+2) or
. . spear +3 (1d8+3/×3)
Ranged composite longbow +3 (1d8+2/×3)
Druid Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, longstrider, shillelagh (DC 14)
. . 0 (at will)—create water, detect magic, light, mending
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Augment Summoning, Spell Focus (conjuration)
Traits reactionary, rostlander
Skills Climb +4, Handle Animal +4, Heal +8, Knowledge (geography) +6, Knowledge (nature) +8, Perception +8, Ride +5, Spellcraft +6, Survival +10, Swim +4
Languages Common, Druidic, Skald, Sylvan
SQ nature bond (tiger named shi'ra), nature sense, wild empathy +1, woodland stride
Other Gear mwk lamellar (leather) armor[UC], light wooden shield, club, composite longbow (+2 Str), mwk scimitar, sickle, spear, backpack, belt pouch, cold weather outfit, flint and steel, mess kit[UE], spell component pouch, waterskin, whetstone, wooden holy symbol of Erastil, light horse (combat trained), bedroll, bit and bridle, blanket, hemp rope (50 ft.), riding saddle, saddlebags, small tent, 7 gp, 1 sp, 8 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Shi'ra
Female tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 18 (3d8+3)
Fort +4, Ref +6, Will +3
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Offense
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Speed 40 ft.
Melee bite +5 (1d6+1), 2 claws +5 (1d4+1)
Special Attacks rake (2 claws +5, 1d4+1)
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Statistics
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Light Armor Proficiency, Weapon Finesse
Skills Acrobatics +7 (+11 to jump), Perception +6, Stealth +7
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Special Abilities
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Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Sundancer
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bedroll, bit and bridle, blanket[APG], hemp rope (50 ft.), riding saddle, saddlebags, small tent
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Background:
Faraven Woorward was born on a small farmstead in the Stolen Lands. His parents, perhaps sensing the coming conflict in Brevoy, emigrated from Rostland to start a new life in the untamed wilderness.
Life was good on the farm, as his father taught him how to hunt and his mother taught him some magic, until one day while out gathering wood for the fire Feravan encountered a mother cougar out on the hunt. Gathering his wits about him the frightened boy began to calmly talk to the cat. His father arrived to help him with his chores just in time to see Feravan confidently walk up to the cat and scratch it behind its ears in a playful gesture, after which the hunting cat followed the boy home.
His mother, seeing the unusual trio approaching home, listened as her son recounted the story of his encounter with the cat, which he named Shi’Ra. During Feravan’s tale his mothers eyes widened as she realized that there was something unique about her son.
After much discussion his parents decided to send Feravan to Kynonin to study with a circle of Druids there.
Years passed and Feravan and Shi’ra returned home to discover the homestead in ruins and his father’s body slumped by the door, several arrows protruding from his chest, a silver deer heads amulet clutched in his hand. Inspecting further Feravan found his mother’s lifeless body inside the cabin, sprawled upon the bed left there when the raiders had finished amusing themselves with her.
After burying his parents and setting fire to what had been the remains of a once happy childhood Feravan knelt by his parents grave and felt a flame growing in his heart, hotter than the inferno engulfing his home and his past.
Taking the horned charm, his only clue, Feravan set out to avenge his parents murder. Following rumors of a growing bandit force led by someone known as the ‘Stag Lord’ Feravan made his way to an out of the way trading post arriving shortly after a group of adventurers had put paid to a group of bandits and had set out to finish off their encampment. Hoping that this group could lead him to the villain who killed his parents Feravan decided to wait at the outpost in the hopes of joining up with them and fulfilling his destiny.