Dashki

Aodhan the Witchwolf's page

No posts. Alias of Larkos.


Full Name

Aodhan

Race

Skinwalker (Witchwolf)

Classes/Levels

Ranger 7

Gender

Male

Size

Medium

Age

24

Alignment

CG

Deity

Desna

Languages

Common

Occupation

None

Strength 16
Dexterity 13
Constitution 15
Intelligence 8
Wisdom 14
Charisma 12

About Aodhan the Witchwolf

Aodhan belongs to the Miststalkers, a tribe of Skinwalkers descended from werewolves. His type of Skinwalker is called a Witchwolf because they are led by witches trained in the art of curses related to the original curse of lycanthropy. Witchwolf is a bit of a misnomer as most are too slow-witted to be witches. The ones called Witches are usually Shamans instead.

The Miststalkers roam the Witchwood, a thick forest with frequent mists. Locals avoid the forest, believing that it is haunted and cursed. This is exactly how the Witchwolves want it as it leaves them free to hunt in peace. They only strife, beyond pretty intra-tribe conflicts that Aodhan knew, was the conflicts that inevitably rose when the Werewolves came calling.

The Werewolves controlled the area and all of its Witchwolf tribes. Their reign was brutal and cruel. The Werewolves forced Skinwalkers to give them tribute often in the form of kidnapped villagers to be used as food, bait, slaves, or torture.

Life continued as such for Aodhan until his 19th year when a small pack of Skinwalkers arrived to his forest. They called themselves the Hounds of Good after the old legend of Witchwolves who used their powers for Good. They began to rally the Miststalkers against their oppressive overlords. This led to a fierce independence campaign ending with the victory of the Skinwalkers. Iseult, the leader of the Hounds of Good, personally slew the Alpha Werewolf and set the Mist Stalkers free.

What they didn't realize was that the Werewolves' organization was far more extensive than any had previously thought. They had infiltrated human society while working towards a mysterious goal. When Iseult found this out she led the Mistwalkers to a ship headed towards a mysterious, uncivilized land where the Werewolves couldn't reach them.

Aodhan didn't follow his tribe however. He decided to join the Hounds of Good and stop the Werewolves and their mysterious new goal.

Character Sheet:
Aodhan of the Witchwood
Male Skinwalker (Witchwolf) Ranger 7 | [Chaotic Good]
DESCRIPTION
Age 24
Looks Grey hair, Bl eyes, Brown Skin (Latino more than Black)
Height/Weight 6'3" tall, 180lbs. (Medium)
Homeland
Deity Desna
Campaign
Representing Larkos

HIT POINTS
HP 69

STRENGTH 16 (+3)
DEXTERITY 13 (+1)
CONSTITUTION 15 (+2)
INTELLIGENCE 8 (-1)
WISDOM 14 (+2) (16 when shifted)
CHARISMA 12 (+1)

Initiative +1 = 1 [Dex]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +1 = DEX 1+0+0
Climb* +3 = STR 3+0+0
Handle Animal† +9 = CHA 1+5+3
Heal +3 = WIS 3+0+0
Intimidate +11 = CHA 1+7+3
K (Geography)† +4 = INT -1+2+3
K (Nature)† +9 = INT -1+7+3
Perception +15 = WIS 3+7+3+2 [Racial]
Sense Motive +3 = WIS 3+0+0
Stealth* +1 = DEX 1+0+0
Survival +13 = WIS 3+7+3
Swim* +3 = STR 3+0+0

* Armor Check Penalty -3
† Trained Only

EQUIPMENT

NOTES

Base Speed [ 30 (6 sq.) ]

AC [15] = 10 +4 [Hide] +1 [Dex]
Touch AC [11]
Flat-Footed [14]

BASE ATTACK BONUS
+7/+2

Basic Melee Attack +10/+5
Basic Ranged Attack +8/+3

FORTITUDE SAVE +7 = 5 [base] +2 [Con]
REFLEX SAVE +6 = 5 [base] +1 [Dex]
WILL SAVE +6(+7)= 2 [base] +2(3) [Wis] +2 [Iron Will]

CMB +10 = 7 [BAB] +3 [Str] +0 [size]
CMD +21 = 10 +7 [BAB] +3 [Str] +1 [Dex] +0 [size]

FEATS
Iron Will
Power Attack
Weapon Focus (ranger)
Extra Feature
Improved Natural Attack (bite) (ranger)
Rending Claws
Endurance (ranger bonus)

TRAITS
CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

LANGUAGES
Common

Ranger Spells Per Day
Level 1 1 + 1 [Wis]
Level 2 0 + 1 [Wis]

Spells Prepared:
Level 1: Entangle, Delay poison
Level 2: Wind Wall

A ranger must choose and prepare his spells in advance. A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. His caster level is equal to his ranger level – 3.

Spell Save DC:
lvl 1: 14
lvl 2: 15
lvl 3: 16
lvl 4: 17

SPECIAL ABILITIES
Skinwalker (Witchwolf)Racial Abilities:

A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:

Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Darkvision 60 feet
+2 racial bonus on all saving throws

(+2 Wis while shapechanged)

magic fang 1/day

Ranger
Woodland Stride
a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Hunter's Bond (party)
This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Endurance
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

1 Favored Terrains (forest)
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

2 Combat Style Feats (weapon focus, improved natural attack)

Track
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
A Witchwolf gains a +2 to this check.

2 Favored Enemies [Animal +2, human (shapechanger) +4]
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

(possible guide archetype)