Cleric

Aarya's page

44 posts. Alias of JonGarrett.


Race

Current Status Effects:
None Currently

Classes/Levels

Rozu - Roc Animal Companion 1 | HP 15/15 | AC: 22, T: 14, FF: 18 | Fort: +3, Ref: +7, Will: +2 | BAB: +2, CMB: +4, CMD: 18, | Init: +4 | Perception: +7 |

Gender

Aarya - Druid 1/Cavalier 1 | HP 17/17 | AC: 20, T: 12, FF: 17 | Fort: +4, Ref: +2, Will: +5 | BAB: +1, CMB: +4, CMD: 16, | Init: +2 | Perception: +8 |

Size

Small

Age

None of you damned buisness

Alignment

Neutral Good

About Aarya

Druid 1/Cavalier 1 | HP 17/17 | AC: 20, T: 12, FF: 17 | Fort: +4, Ref: +2, Will: +5 | BAB: +1, CMB: +4, CMD: 16, | Init: +2 | Perception: +8 |

Female Small Skinwalker Gendarme Cavalier 1 Menhir Savant Skinshaper Druid 1
Neutral Good Small Humanoid (Shapechanger)
Initiative; +4 Perception +7

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Defense
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AC 20, touch 13 flat-footed 17 (Base +10, Dex +2, +1 Size, +1 Natural Armour - +6 Armour)
hp 17
Fort +4, Ref +2, Will +5 (Base Fort +4 - Ref +0 - Will +2 - Con+1 - Dex +2 - Wis +3)
Resistance: None

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Offence
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Speed 30 ft.
Melee Masterwork Cold Iron Lance - +8 to hit - 1d6+6 piercing
Masterwork Cold Iron Lance CHARGE! - +10 to hit - 2d6+12 piercing
(+4 Str - +1 Size - +1 BAB - +1 Masterwork - +1 Trait Bonus)
Ranged

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Spells
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Cantrips - 4 + Create Water known - Unlimited Uses per day - DC 14
Create Water - Create 2 Gallons of Water per level.
Detect Magic - Sense and understand magical auras.
Detect Poison - Sense a poison in a creature or object.
Mending - Repair a small object.

1st Level Spells - 2 per day - DC 14.
Cure Light Wounds x 2 - Cure a target for 1d8 + caster level (max +5).

1 per Day Spell Like Abilities
Speak With Animals - Communicate with an animal for 1 minute per level.

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Statistics
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Str 18 (+ 2 Racial, 10 point buy)
Dex 14 (+5 point buy)
Con 12 (+2 Point buy)
Int 12 (-2 Racial, +5 point buy)
Wis 16 (+2 Racial, +5 point buy)
Cha -8 (-2 point buy)
Base Atk +1; CMB +4; CMD 16

Bonus Feats
Gendarme Cavalier - Mounted Combat - Once per round, a Ride check may be made against an attack against the mount. If higher the attack is negated.
Feats
1st - Ride by Attack - On a charge strike the target and continue the rest of the movement if desired, up to double the mounts speed total. The target of the attack does not get an attack of opportunity.

Traits
Student of Philosophy (Social) - Use Intelligence for Diplomacy and Bluff, except for Feint and Gathering Information.
Ancestral Weapon (Regional) - Gain a Masterwork Cold Iron Lance, and a +1 trait bonus to hit with Cold Iron weapons.
Magical Knack (Magic) - Gain +2 to caster level, up to your total character level.
Drawbacks
Haunted - -2 against spells with the Evil Discriptor.

Racial Traits
Animal Minded - +2 to Handle Animal and Wild Empathy checks.
Low-Light Vision - See twice as far in low light than usual.
Change Shape - Gain +2 to Str, Dex or Con and either 2 Claw attack, Darkvision or +1 Natural Armour.

Skills
6 per level - 2 Background.
Acrobatics - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Appraise - +1 (+1 Int - 0 Ranks - Untrained Skill )
Bluff - +7 (+1 Int - 2 Ranks - Class Skill - +1 Trait)
Climb - +8 (+4 Str - 1 Ranks - Class Skill)
Craft (Food) - +6 (+1 Int - 2 Rank - Class Skill - Background Skill)
Diplomacy - +6 (+1 Int - 2 Ranks - Class Skill - )
Disable Device - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Disguise - -1 (-1 Cha - 0 Ranks - Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Untrained Skill )
Fly - +2 (+2 Dex - 0 Ranks - Class Skill)
Handle Animal - +6 (-1 Cha - 2 Ranks - Class Skill - +2 Racial Bonus- Background Skill)
Heal - +2 (+2 Wis - 0 Ranks - Class Skill)
Intimidate - 0 (-1 Cha - 0 Ranks - Class Skill - +1 Trait)
Knowledge (Arcana) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Dungeoneering) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Engineering) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Geography) - +1 (+1 Int - 0 Ranks - Class Skill)
Knowledge (History) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Local) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Nature) - +1 (+1 Int - 0 Ranks - Class Skill)
Knowledge (Nobility) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Planes) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Knowledge (Religion) - +1 (+1 Int - 0 Ranks - Untrained Skill)
Linguistics - +3 (+1 Int - 2 Ranks - Untrained Skill)
Perception - +8 (+3 Wisdom - 2 Ranks - Class Skill)
Perform (Dance) - +2 (+2 Dex - 0 Ranks - Untraned Skill)
Profession - +3 (+3 Wisdom - 0 Ranks - Class Skill)
Ride - +7 (+2 Dex - 2 Rank - Class Skill)
Sense Motive - +7 (+3 Wisdom - 1 Ranks - Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Untrained Skill)
Spellcraft - +1 (+1 Int - 0 Ranks - Class Skill)
Stealth - +6 (+2 Dex - 0 Rank - Untrained Skill - +4 size)
Survival - +7 (+3 Wisdom - 1 Ranks - Class Skill)
Swim - +4 (+4 Str - 0 Ranks - Class Skill )
Use Magic Device -1 (-1 Cha - 0 Ranks - Class Skill)
Languages Meridian, Druidic, Stur

Combat Gear Masterwork Cold Iron Lance, Masterwork Horn Lamellar Armour with Armoured Kilt and Armour Vents (+6 AC - Max Dex 3 - ACP 3), Holly and Mistletoe
Gear Animal Feed x 21 days, Canteen, Tea Pot, Tea x 21, Cheese x 3lbs, Chocolate x 2lbs, Anulite Paprika, Honey, Meat x 3lbs, Powdered Milk x 1lbs, Wondermeal x 10, Travel Cake Mix x 5
Bedroll, Blanket, Efficient Tent, 50ft Silk Rope, Everburning Torch, Signal Whistle, Soul Candle
Chalk x 2, Charcoal, Paper x 10, Ink Pen, Ink, Rice Paper x 10
Soap, Grooming Kit
Bandolier x 2, Explorer’s Outfit x 2, Cold Weather Outfit, Warm Weather Outfit, Filter Scarf
Fishing Hook, String (50ft), Flint and Steel, Stretch Cords
Money 0pp- 44gp - 45sp - 48cp

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Special Abilities
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Order of the Reins - Protect animals and beasts of burden. Handle Animal can be use in place of Swim and Acrobatics if greater.
- Challenge - Usable once per day. Cavalier level in damage to the target per hit. +2 AC to animal companions against the target.

Spirit Sense - Use a form of Detect Undead also able to sense Fey, Constructs, Astral, Ethereal and Incorporeal creatures. This is usable at will, and detects all possible forms.

Favoured Class Bonus - +1 Skill Points

Appearance:
​Aarya is short,but broad shouldered wide hipped, making many folks think of a Dwarf maid...if not for the fact that brightly coloured feathers that many take as decoration are, in fact, her own plumage. This doesn’t stop her adding feather as additional decoration if she finds one she likes.

Still, her...odd heritage is fairly clear to most. Bright copper red hair often falls in front of her piercing blue eyes, and she wears simple clothes for the most part. Her Halfling heritage is most obvious in her height and her bare feet, and her Skinwalker nature in the feathers and slightly curled nails.

Much of the time she will be seen carrying her cold iron lance over one shoulder, and is often armoured. Still, she smells more of plans and soap than animals and sweat, and uses Create Water as an effective way to bathe.

Background:
.Ulnswhere, with its militaristic history, has long had need of those who can handle animals. Endless planes make excellent grounds for fast moving horses and devastating knight charges, and the variety of interesting metals provides gear for such small, mounted and elite forces.

It is therefore no great shock to find those sworn to the Order of the Reins among the warriors serving, those who form a close bond with their mounts and make sure other mounted warriors do the same...or at least don’t abuse the creatures they ride.

And then, there was Aarya.

No one was clear where the little creature had come from. Short, coated in feathers - and even as young woman strong enough to toss men twice her size around like ragdolls along with there armour. Still, she had something of a knack with animals - one she didn’t have with a lot of the warriors she threw around - and was well suited to riding and fighting with a lance. That she tended to use it ‘wrong’, and as a two handed weapon, greatly annoyed her instructors. But it was effective.

Shortly after being granted an initiate’s rights in the Order of the Reins Aarya was assigned to accompany a small group hunting bandits lurking within the Mistwoods. One of the few forested areas in Ulnswhere since the curse had broken, it was a good hiding spot for those wishing to raid caravans from the mountain mines. Or at least one of the few viable places to hide.

Lighter armour and fast mounts were the order of the day, as the ability to run such bandits down was considered an essential. Besides, they were hit and run raiders - were they expected to stand up a full patrol of actual soldiers? Not bloody likely.

Of course, with speed as their main advantage, such groups do not really do subtle all that well. And enough of the locals took the bandits stolen coin to warn them of what was coming. The result was...mixed. It was true the bandits could not stand up the soldiers in a pitched battle. It was also true that the troops could, with a little luck and skill, be led into an ambush.

What came as a shock to the bandits was that trained soldiers, when trapped and surrounded, keep discipline and keep fighting,and even ‘light’ armour was enough to make them very difficult to mow down from a distance. The result was a brutal bloodbath that left both sides devastated, with the majority of their number dead in the woods.

Aarya awoke, wounded by arrows and all alone in the dark with the dead. Confused, she had no idea what had happened to the others. Grabbing the lance of the Hafling leader of the expedition she staggered deeper into the woods with what supplies he could carry.

Safe among the woods, Aarya began to heal the wounds she had suffered, and tried to decide what to do. Clearly the others - if there were others - thought her among the dead. Minor she might be, but her people did not leave their wounded behind. So she wasn’t going anywhere soon. Whole most of her wounds were simple enough, one was proving more stubborn to heal. She could feel...something...wrong with the arrowhead buried in her muscles, but had no idea what it was.

It was on her third day of searching the area for anyone or anything that Aarya found an egg. The first part that confused her was that the egg was on the ground. The second was the fact that the egg was as tall as she was. The third was that the egg was covered in some kind of vines, thicker than her wrist. And finally there was the fact that the corpses of two truly massive birds lay covered in the writhing vines.

As she watched the strange plants, and wondered what the hell had happened here, a noise pulled her attention back to the egg. A long crack had formed near the top as the shell bulged out, the fledgling - if a bird taller than she could be called such - tried to be born. The vines sensed the weakness, too. Thich tendrils moved towards the sudden weakness, trying to force their way inside. The shell stopped bulging as they pushed, and began to force there way in...and with a scream that was part rage, part terror and entirely too shrill to be scary Aarya charged, attacking the vines.

To no one’s shock the vines fought back, a swarm of green against the lance. Aarya was a trained warrior, but there were a lot of vines, and a piercing weapon wasn’t much of an advantage. Aarya was slowly being overwhelmed in a sea of green when a second scream ripped through the air - and perhaps more importantly, a beak and claws ripped through the vines.
Rocs, as it turned out the massive bird was, were vicious predators and killers from the moment they were hatched. And this one had decided that the little thing fighting the horrid vines must be its mother. It had feathers, anyway.

The Roc and the Skinwalker dispatched the vines, or at least killed enough to be able to retreat and take stock. The bird was rapidly able to move, and soon began to strengthen its wings. Yet it had very little interest in leaving, Aarya realized. Which was great, since it was in better shape than she was.

The Female Roc, as Aarya eventually discovered it was, was...different. Something had happened when it had been wrapped in the vines. Or maybe it was why the creature had been attacked by them. Rozu, as she dubbed the Roc, had bands of green feathers that acted as leaves. This made her almost as much plant as animal. Aarya had no idea what it meant, but appreciated that enough sun and water seemed to be enough to satiate the great carnivore’s hunger - although she certainly didn’t mind eating meat too.

Slowly, Aarya healed, although whatever curse had been on the arrowhead proved impossible to heal. As she lived within the woods, with Rozu, Aarya began to feel at home there. Occasionally she would stumble across a place of power or significance, and sometimes she would find one of the forest’s protectors there. These wise people taught her, in a piecemeal way, how to bond with her mount and how to control it. They taught her how to sense the lines of power in the land and within some of the living things out there. And they taught her a little magic.

With the ability to see the ley lines, it soon became clear that something was happening. It felt almost like life itself it was being choked from the land. Thinking that perhaps there were answers outside the area affected by the curse Aarya and Rozu flew outside of the lands, to the city of Laria. Perhaps they would have answers. And it was possible they still did, but Aarya couldn’t find them, She and books disagreed on general principle.

Still, when the regent put out a call to arms, summoning heroes to deal with the very same problem, it seemed like too good an opportunity to pass up.

Rozu:

Female Medium Verdant Roc Animal Companion 2
Neutral Medium (Animal)
Initiative; +4 Perception +6

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Defense
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AC 22, touch 14 flat-footed 18 (Base +10, Dex +4, +5 Natural Armour - +3 Armour)
hp 14
Fort +3, Ref +7, Will +2 (Base Fort +3 - Ref +3 - Will +1 - Con-1 - Dex +4 - Wis +1)
Resistance: None

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Offence
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Speed 20 ft - 80ft Fly
Melee Talons x 2 - +6 to hit - 1d4+1 damage
Bite - +6 to hit - 1d6+1 damage.

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Statistics
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Str 14
Dex 19
Con 9
Int 2
Wis 13
Cha 11
Base Atk +2; CMB +4; CMD 18

Feats
1st - Hefty Brute - Count as one size larger for carrying capacity, CMB, CMD and special attacks based on size.
2nd - Weapon Finesse - Use Dexterity in place of Strength to hit.

Tricks
Heel (DC 15) - Follow when the animal usually wouldn’t.
Sneak (DC 15) - Go into stealth, and remain there even when instinct says otherwise.
Watch (DC 15) - Keep an area under observation.
Stay (DC 15) - The animal stays where it is told, only fighting or fleeing to defend itself.
Bonus Tricks
Speak - Communicate four simple concepts with yes or no answers. Concepts are ‘enemies’, ‘food’, ‘danger’, ‘safety’.

Racial Traits
Low-Light Vision - See twice as far in low light.
Skills
Acrobatics - +4 (+4 Dex - 0 Ranks - Class Skill)
Climb - -1 (-1 Str - 0 Ranks - Class Skill)
Escape Artist - +4 (+4 Dex - 0 Ranks - Class Skill )
Fly - +9 (+4 Dex - 2 Ranks - Class Skill)
Intimidate - 0 (0 Cha - 0 Ranks - Class Skill)
Perception - +6 (+1 Wisdom - 1 Ranks - Class Skill)
Stealth - +6 (+2 Dex - 0 Rank - Class Skill)
Survival - +7 (+1 Wisdom - 0 Ranks - Class Skill)
Swim - +9 (-1 Str - 0 Ranks - Class Skill )

Combat Gear Masterwork Parade Armour barding.
Gear Exotic Military Saddle, Masterwork Saddle Bags, Grooming Kit, Cold Weather Gear.

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Special Abilities
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Photosynthesis - If the companion spends 8 hours in daylight, they do not need to eat.
Verdant Resistance +1 against mind affecting effect, paralysis, poison, polymorph, sleep and struning. +1 at 3rd level, at 6th and at 15th.