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About Aodhan the WitchwolfAodhan 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
STRENGTH 16 (+3)
Initiative +1 = 1 [Dex] SKILLS
Acrobatics* +1 = DEX 1+0+0
* Armor Check Penalty -3
EQUIPMENT NOTES Base Speed [ 30 (6 sq.) ] AC [15] = 10 +4 [Hide] +1 [Dex]
BASE ATTACK BONUS
Basic Melee Attack +10/+5
FORTITUDE SAVE +7 = 5 [base] +2 [Con]
CMB +10 = 7 [BAB] +3 [Str] +0 [size]
FEATS
TRAITS
LANGUAGES
Ranger Spells Per Day
Spells Prepared:
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:
SPECIAL 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 Wis while shapechanged) magic fang 1/day Ranger
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Hunter's Bond (party)
Endurance
You may sleep in light or medium armor without becoming fatigued. 1 Favored Terrains (forest)
2 Combat Style Feats (weapon focus, improved natural attack) Track
Wild Empathy
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.
2 Favored Enemies [Animal +2, human (shapechanger) +4]
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) |