Harrower

Rowena Hunter's page

445 posts. Alias of Ariarh Kane.


Full Name

Rowena Hunter

Race

Human

Classes/Levels

Cleric 1/Ranger (Divine Tracker) 1 [HP: 20/20 | AC: 13 (17 vs ranged while prone) T: 11 FF: 12 | F: +4 R: +3 W: +5| Init: +1, Perc: +6]

Gender

F

Size

M

Age

18

Special Abilities

Aura, Channel Energy (1d6), Domains (Community & Good), Orisons, Spontaneous Casting, Favored Enemy, Track, Favored Weapon

Alignment

NG

Deity

Erastil

Location

The Stolen Lands

Languages

Common, Celestial, Sylvan, Elven

Strength 10
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 14

About Rowena Hunter

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Background:

Rowena had been left as babe at the local Erastilan church. At that time, the priestess, Senka Dashiel, was still a young woman herself and unmarried, yet she could not fathom abandoning the sweet babe to the town’s rambling orphanage. There was a kerchief placed inside the wicker basket that housed the babe and it had an ‘R’ stitched delicately on the crisp, white cloth. Senka named the child ‘Rowena’ and gave her the family name ‘Hunter’ after Erastil himself as it would not have been acceptable (seemly) to have given the child her own family name (Senka’s honour would have been put in question and then the child marked as a bastard).

Senka, and the few acolytes who worked and tended to the village, cared for, raised and taught Rowena in the faith and the child grew in her dedication to Erastil. It was of no surprise to her adoptive family that Rowena decided to become one of Old Dead Eye’s clergy, under the watchful and approving eye of her adoptive mother, Senka. Rowena had a healer’s touch for certain and was adept in the divine magic she was taught to wield. However, she always retained a trace of wildness/rebelliousness. Senka was forever scolding the child and mindful of her sometimes defiant nature. The priestess often wished she had known the identity of Rowena’s parents, but no amount of inquiry revealed their identity or lineage. Yet, this partial wildness made Senka love Rowena all the better – she was content that the child would grow into a woman who would have the skill, spirit and faith to take care of herself and her own faithful flock.

Just days after her eighteenth birthday, Rowena decided it was time she went out into the world to discover its varied bounties. She advised her adoptive mother, Senka, of her intentions, and her desire to heal and guide the lost/heathens across iniquitous lands. Senka was not pleased with the young woman setting out alone, yet she knew no amount of warning or chastisement would alter her adoptive daughter’s mind once it was set.

On foot, with her small possessions and professional articles, Rowena travelled into The Stolen Lands.

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Physical Description:

5’6” in height, 125 lbs. Long, wavy black hair that falls down to her lower back and crystal-clear green eyes, fair skin. Rowena is considered a beautiful, desirable young woman.

Pic of Rowena

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Personality:

Rowena was equal quantities of bright and charismatic and possessed a wisdom older than her years. She had an deep core of compassion for the needy, abandoned and downtrodden, and people felt instantly drawn to her. She exhibited a passionate nature -- determined in her goals and ideals. At times, she was a little rebellious and wild ('high spirited' as her adoptive mother would often describe her as).

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Rowena Hunter
Female Human Cleric 1 / Ranger (Divine Tracker) 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +6
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Defense
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AC 13, touch 11, flat-footed 12 (+2 Armor, +1 Dex)
hp 20 (1d8+1+1d10+1)
Fort +4, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee Cold Iron Dagger +1 (1d4, 19-20x2) (*additional +2 to hit & damage if favoured enemy)
Ranged Cold Iron Dagger +2 (1d4, 19-20x2, 10ft range) (*additional +2 to hit & damage if favoured enemy)
Ranged Light Crossbow +2 (1d8, 19-20x2, 80ft range) (*additional +2 to hit & damage if favoured enemy)
Ranged Longbow +2 (1d8, x3, 100ft range) (*additional +2 to hit & damage if favoured enemy)

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Special Abilities
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Channel Positive Energy (1d6) (DC 12) 5/day

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Spells
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Spells Known (CL 1, Concentration +8)
1st (3/day) (DC 14)bless, cure light wounds (spontaneous casting), protection from evil (domain spell slot), shield of faith
0 (at will) (DC 13)detect magic, spark, stabilize

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Statistics
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Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 14 (Ability Modifiers +2 Wis)
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting (bonus feat), Selective Channeling
Traits Ease of Faith (Faith), River Lander (Campaign)
Skills Diplomacy +9/+11(2 ranks+1 trait+2 trait for Undead), Heal +8(2 ranks), Intimidate +6(1 rank), Know. Arcana +6/+8*(1 rank), Know. Nature +6/+8*(1 rank), Know. Religion +7/+8*(2 ranks), Linguistics +6 (1 rank), Perception +6/+8*(1 rank), Ride +5(1 rank), Spellcraft +6(1 rank), Stealth +5(1 rank), Survival +6/+7/+9*(1 rank/+1 Track) Racial Skill Modifiers +1 additional skill rank (Human), +1 skill for favoured class (cleric), +2 Favored Enemy (Humanoid-Human)

Languages Common, Celestial, Sylvan, Elven

SQ Aura, Channel Energy (1d6), Domains (Community & Good), Orisons, Spontaneous Casting

Gear
(Starting with Explorer’s Outfit valued at 10gp, includes simple fur cloak secured by wooden broach in the shape of Erastil's symbol), Traveller's Outfit (1gp, 5 lbs), Masterwork Backpack (50gp, 4 lbs), Bedroll (1sp, 5 lbs), Winter Blanket (5sp, 3 lbs), a belt pouch (1gp, 0.5 lbs), a flint and steel (1gp, -), Soap (5sp, 1 lbs), Waterskin (1gp, 4 lbs), Mess Kit (2sp, 1 lbs), Trail Rations (5 days, 25sp, 5 lbs), Leather Armor (10 gp, 15 lbs, +2 Armor Bonus, 0 ACP), Cold Iron Dagger (4gp, 1 lbs), Light Crossbow (35 gp, 4 lbs), 20 bolts (2 gp, 2 lbs), Silver Holy Symbol (Erastil, 25gp, 1 lbs), Common Holy Text (The Parables of Erastil, 10gp, 3 lbs), 1 book/journal(blank) (10gp, 1 lbs), inkpen (1sp, -). Total gold spent: 150gp &39 sp out of 165gp. Total weight: 57.5 lbs (medium encumbrance)
(Due to masterwork backpack: light load 38 lbs. or less, medium load 39–76 lbs., heavy load 77–115 lbs.)

* 1 flask Alchemist's Fire (discovered on dead leader, Happ's, body, by Rowena and claimed).

* 5 gp to the mite who took Old Sharptooth's statue from the other mites.

* Borrowed Alexander's longbow and arrows. (Longbow weighs 3 lbs.)

Special Abilities
Aura (Ex): The character has a strong aura corresponding to her deity’s alignment.
Spontaneous Casting: The cleric can covert stored spells into Cure or Inflict spells.
Calming Touch (1d6+1 nonlethal damage, 6/day) (Sp): Heal 1d6+1 nonlethal damage and cure conditions (fatigued, shaken, and sickened) by touch.
Touch of Good +1 (6/day) (Sp): Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Cleric Channel Positive Energy 1d6 (5/day DC 12) (Su)
Combat Casting Feat: +4 to Concentration check to cast while on the defensive.
Selective Channeling Feat: Exclude (3) targets from area of Channel Energy.
Domains: Community & Good
*Favored Enemy (Ex): Humanoid (Human) - gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this type . Also 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.
Track: Add half her level (minimum 1) to Survival skill checks made to follow tracks.
Favored Weapon: At 1st level, a divine tracker becomes proficient with the favored weapon of his deity (longbow). This ability replaces wild empathy.

DOMAINS:

Community:

1. COMMUNITY

Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Good:

2. GOOD

Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Spells:

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. (Rowena will pray at dawn.)

Horse:

Named Gaelan. Gael for short.