Zalsus

Amara Nacht's page

127 posts. Alias of Grand Moff Vixen.


Race

Spoiler:
HP 12 | AC 16 | T 14 | FF 13 | CMD 15 | F +4 | R +5 | W +2 | Init +3 | Per +6

Classes/Levels

Female Raubtier Slayer 1

About Amara Nacht

Background:
"Outdoors at last!" she thought as she entered the gardens. Amara loathes studying. She would rather be in the garden practising her skills. Since she has no major animals to hunt, she makes up for this by "stalking" people. She doesn't hurt them, just sneaks up and waits for them to notice her. Not everyone likes it apparently.

Amara doesn't remember much of her early childhood. What little she can recall was being in a series of rooms. No, more like a lab of some kind. People in white coats moving about, talking about things she didn't understand. She thought she was normal, until she finally saw herself in a full-length mirror they brought in for her. She didn't look anything at all like them.

When she was old enough to comprehend such, she was enrolled in the learning center at Lohne. She was tested for arcane and divine potential but came up lacking. She did show some natural affinity for the outdoors, so she was allowed to study on a limited basis with the druids.

She was given books upon books and more books to study. Study seemed to be the motto around the city. Because of this, she relished her time outside which took her away from those oppressive people. The druids seemed a bit less harsh to her. Other than her reptilian looks she functioned just like a small human. The scientists seemed disappointed about that when she came in for routine physicals.

It wasn't until her 13th year at the onset of puberty that she began to change dramatically. Her ability to see in the dark sharpened, as did her sense of smell, and other physical changes. She grew claws and the developed the uncanny ability to climb just about anything with ease. This disturbed the instructors when she would climb on everything in reach. She has the memory of many lashes for those antics. Her speed increased, her tail grew stronger, as did her ability to move around faster. One of the most dramatic changes was her sight. She was very uncomfortable in bright light, blinded even. She much preferred the darkness. Nighttime was a blessing as most people were asleep. She liked to sneak out often. On more than one occasion she was caught, but it was worth it. When she wasn't seen, she climbed the tallest building and looked in the direction of Oldenburg. She yearned for the outside.

Overall, she developed abilities and instincts common to many apex predators. She had a strong desire to hunt and spent more time in the gardens than she used to. She made the mistake once of skipping a class. She cried herself to sleep that night from the punishment she received. She wanted to go away from it all. But she had to place to go yet. She was not old enough to make her own decisions she was told.

It was a unique experience for her. The instructors punished any deviation from the rules, yet she had these impulses that were most difficult to ignore. They became stronger every day. She wanted to be free, not be caged up in this place. She liked to help others, but at the same time she wanted to hunt for her food.

She looked down at her plate with disappointment. Oh how she would love to live outdoors with nobody to tell her where to go! The books she read told of the outside and the desert conditions that existed. Life was hard outside the city and no place for someone such as her. Lohne was safer they said. She would have her opportunity. She would wait. Waiting for a train.

Appearance:

Amara stands at 4' tall at 50lbs. She wears a small and efficient outfit designed for her so as not to interfere with her movement. She has claws, and sharp-looking teeth. She carries a dagger on her left hip, and a scimitar on her right hip. She wears a backpack, and an explorers outfit.

She looks like this.

Personality:

Amara constantly fights the two sides of herself. On the one hand she has the instincts of an apex predator. On the other hand she has her human side. The human side often conflicts with the bestial, leaving her at odds over what she feels should be wrong, yet seems so natural for her to do. She has yearned for many years to be free, and with her becoming an adult she has made her way to Oldenburg, and now sits in a classroom waiting for further instructions.

Amara Nacht
Female Raubtier Slayer 1
CG Small humanoid (human, reptilian)
Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +6
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
Weakness light blindness
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Offense
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Speed 40 ft., climb 20 ft., jumper
Melee bite +4 (1d2+2) and
. . 2 claws +4 (1d3+2) and
. . dagger +4 (1d3+2/19-20) and
. . dagger +4 (1d3+2/19-20) and
. . dagger +4 (1d3+2/19-20) and
. . dagger +4 (1d3+2/19-20) and
. . scimitar +4 (1d4+2/18-20) and
. . unarmed strike +4 (1d2+2 nonlethal)
Special Attacks bite, favored target
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Statistics
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Str 14, Dex 16, Con 14, Int 11, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Endurance
Traits blood of dragons, hunter's knack
Skills Acrobatics +7, Climb +14, Knowledge (geography) +4, Perception +6, Stealth +11, Survival +6, Swim +6
Languages Common, Draconic, Custom Language
SQ prehensile tail, track +1
Other Gear leather armor, dagger (4), scimitar, backpack, masterwork, bandolier, bedroll, belt pouch, belt pouch, blanket, flint and steel, tindertwig (2), trail rations (7), waterskin (2), alchemist's fire (3), 123 gp, 4 sp
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TRACKED RESOURCES
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Dagger - 0/1
Tindertwig - 0/2
Trail rations - 0/7
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Special Abilities
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Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Climbing (20 feet) You have a Climb speed.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Hunter's Knack +1 to attack vs favored enemies when part of a readied action.
Jumper (Ex) You always are considered to have a running start when jumping.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 Add the listed bonus to survival checks made to track.