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About *Adowyn| HP 31 / 31 | AC 18, T 15, FF 13 | CMD 18 | F + 7 R + 10 W + 4 | Init +5 | Perc + 9 (+12) | Speed 30ft | Animal Focus 1 / 1; Spells 1st Level 0 / 4 | Active Conditions: Aspect of the Falcon Gender:
In About section:
Adowyn
DEFENSE
OFFENSE
Melee Club + 3 (1d6)
Ranged
Special Attacks Animal Focus (4 minutes / day) Hunter Spells Known (CL 4th; Concentration + 6) Orisons: (At will): Create Water, Detect Magic, Guidance, Light, Mending, Purify Food & Drink 1st Level: (4 / day): Aspect of the Falcon, Feather Step, Gravity Bow, Resist Energy 2nd Level: (2 / day): Spike Growth (DC 14), Wind Wall STATISTICS
Base Atk + 3; CMB + 4; CMD 18 Feats Point-Blank Shot, Precise Shot, Coordinated Shot, Deadly Aim, Rapid Shot Skills
Armor Check –1 Traits
Languages Common SQ Animal companion (wolf named Leryn), Nature training, Wild empathy + 4, Hunter tactics, Track, Improved Empathic Link Combat Gear
Other Gear
1 GP
SPECIAL ABILITIES
Coordinated Shot: Adowyn receives a + 1 bonus to ranged attacks against opponents Lerwyn threatens. When Lerwyn flanks that opponent (with any ally), Adowyn instead receives a + 2 bonus. Deadeye Bowman: When a single creature provides soft cover to Adowyn’s target, the target does not receive the +4 bonus to AC. Deadly Aim: Adowyn can take a - 1 penalty to hit with her bow to add + 2 damage. Improved Empathic Link: As a swift action, Adowyn can see through Lerwyn's eyes instead of her own as long as Lerwyn remains within one mile, ending this as a free action. Point-Blank Shot: Adowyn receives a +1 to hit and damage with her bow when she is within 30 feet of her target. Killer: Adowyn deals an additional 3 damage one a critical hit with her bow or an additional 2 damage on a critical hit with her club. Point-Blank Shot: Adowyn receives a + 1 to hit and damage with her bow when she is within 30 feet of her target. Precise Shot: Adowyn does not take a penalty for firing into melee. Weapon Blanch: Adowyn's adamantine blanched arrows count as adamantine, and her ghost salt blanched arrows deal full damage to incorporeal creatures. Wild Empathy: Adowyn can attempt to influence animals with a + 4 bonus as if using Diplomacy. Aspect of the Falcon: For 4 minutes, Adowyn gets a + 3 circumstance bonus to Perception checks and a + 1 competence bonus to ranged attacks, and she threatens a critical on a 19 or 20 (which doesn't stack with other similar effects). Create Water: Adowyn creates 2 gallons of water within 25 feet. It lasts a day if no one drinks it. Cure Light Wounds: Adowyn's wand heals 1d8 + 1 by touch. Detect Magic: Adowyn can notice magic in a 60 foot cone. If she concentrates, she can find how many magic auras there are on the next round and then attempt to find out more on the round after that. Faerie Fire: Adowyn's wand creates colorful light, outlining creatures in a 5-foot radius for 1 minute. They gain no benefit from being blurred, invisible, or displaced and they suffer - 20 to Stealth. Feather Step: For 40 minutes, a target Adowyn touches can ignore difficult terrain. Gravity Bow: For 4 minutes, Adowyn's bow deals 2d6 damage instead of 1d8. Guidance: Adowyn can give a touched target a + 1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute. Light: An object Adowyn touches sheds light for 10 minutes. She can’t have more than one copy of this spell active at once. Mage Armor: This potion gives Leryn a + 4 armor bonus to AC for 1 hour, but Adowyn must take the time to feed it to the wolf. Mending: Adowyn can spend 10 minutes to repair 1d4 points of damage to an object that weighs 1 lb. or less. Purify Food and Drink: Adowyn can remove disease, poison, and contamination from 1 cubic foot of food or water. Resist Energy: For 40 minutes, a target Adowyn touches gains 10 resistance to her choice of acid, cold, electricity, fire, or sonic. Spike Growth: Sell spell text. Wind Wall: Sell spell text. --------------------
Background:
There’s always a need for a skilled hunter, someone who can track down a threat and put an end to it. And when a quarry is particularly dangerous or elusive, there’s only one hunter the people seek: Adowyn.
Born to a pair of skilled woodworkers in the quiet town of Crowstump on the northern border of Nirmathas, Adowyn was always a wild child, more comfortable sneaking around in the mud chasing the town rooster than practicing her letters or learning to carve. She grew up surrounded by peoples from far-away lands, merchants and traders who had come to make deals with her parents. Fascinated by their stories, Adowyn was eager to see the world beyond, and when a journey with her father finally gave her that chance at the age of 14, she was overjoyed. That joy was short-lived, however. Not a day after Adowyn and her father left home for the dark forest trails of the Fangwood, a diseased bear charged into their camp, savaging Adowyn’s father before she could even cry out. Using the bow her father had carved for her, she sank arrow after arrow into the beast, tears streaming down her cheeks. At last the bear fell. The creature was dead—but so was her father. Lost in the woods, Adowyn found herself in the Blight, an area of the Fangwood where the trees grew thick with disease and rot. She spent six months alone there, scavenging what food she could find and honing her skills at the hunt. The beasts of the Blight were cunning and deadly, making her the prey nearly as often as she was the predator. Yet all of that changed when she found Leryn. Wounded by a fight with a rotting treant, the lean gray wolf was limping through a clearing when Adowyn chanced upon him. Over the following month, she nursed the wolf back to health and named him Leryn, after her father. She soon found that she could sense his mood, knowing instinctively when he was hungry, angry, or excited. She exulted in his feral appetites and his thrill of the hunt, and he learned to calm his urges, gaining her patience and determination. Years passed, and the two became an inseparable team, learning to anticipate each other’s moves and hunting together as one. Now the whole of the forest was their prey, but still they could not escape the Blight. For months the tension grew. Adowyn and Leryn slept in shifts, keeping watch over their small hovel. Finally, in the dead of night, their mysterious watcher revealed itself, smashing the side of their home while unleashing a terrifying howl. Rolling out of the debris, Adowyn and Leryn rose to face the threat. A gigantic bear rose up before them. Like the beast that killed her father, this one too was poxed, but it was far larger, with a sickly green foam spilling from its lips. Leryn leapt upon it, clawing and biting at its flank while Adowyn drew forth her bow. Taking aim, she sunk a shaft deep into its left eye. With an agonizing growl, the bear shook loose the wolf and tore off into the woods, with Adowyn and her friend in hot pursuit. The chase lasted until dawn, when Leryn’s fangs finally managed to sink into the bear’s throat, bringing it down. The pair stopped over their kill to admire their work, and it was only then that they realized they were no longer in the Blight. It was by sheer chance that they found their way to Crystalhurst, a community of druids in the southern Fangwood. Yet while Adowyn learned a great deal in her short time there, Crystalhurst was not a place she meant to stay. Soon, she and Leryn set out to return home to see Adowyn’s mother and sister. The young woman who returned to Crowstump was nothing like the girl that had left. She found only strangers there. It seems that her mother and sister, heartbroken after the loss of Adowyn and her father, had left years ago to start a new life somewhere less troubled by painful memories. In the years since that day, Adowyn has wandered the Inner Sea with Leryn at her side, working as bounty hunter. She’s stalked a naga through the bleak wastes of Osirion, brought back a master thief from the sewers of Oppara, and even managed to recover the tail feathers of the elusive Jade Hawk without harming the reclusive bird. The only quarry she hasn’t managed to track down is her own family, but that search never ends—one day, she’ll be reunited with her loved ones. To others, she is quiet and brooding, but she can frequently be found having animated conversations with her wolf, as if he was responding in kind. She wears the armor and garb of the rangers of Nirmathas, a gift she was given after hunting down a patrol of Molthuni soldiers that were stalking behind the lines terrorizing small villages. The bow she carries is her father’s, a weapon she treats with reverence. In battle, Adowyn and Leryn single out their foes with grim determination. Leryn | HP 13/13 | AC 14, T 12, FF 12 | CMD 15 | F +5 R +5 W +1 | Init +2 | Perc +5; low-light vision, scent Classes / levels: note the space at the start, very important to leave it in
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DEFENSE AC 17, touch 13, flat-footed 14 (+ 3 Dex, + 4 natural)
OFFENSE Speed 50 ft.
STATISTICS Str 16, Dex 16, Con 15, Int 3, Wis 12, Cha 6
Skills Acrobatics + 7
SQ animal focus (bull), evasion, link, share spells, tricks (attack [2], defend, detect, down, get help, heel, hunt, seek, sneak, track) SPECIAL ABILITIES Evasion: When Leryn succeeds at a Reflex save, there is no effect, even if it would normally have a partial effect. Link: Adowyn can handle Leryn as a free action or push Leryn as a move action. Power Attack: Leryn can take a - 1 penalty to hit with bite attacks to gain a + 3 bonus to damage. Share Spells Adowyn can cast spells with a range of Personal on Leryn by touch. Trip: Whenever Leryn hits with a bite attack, Leryn can make a free trip attempt against that target without provoking any attack of opportunity. Even if Leryn fails by 10 or more, Leryn is never tripped by this attempt. |