Vorrea Talminari

Arvanya Pertovi's page

217 posts. Alias of Something Wicked.


Full Name

Arvanya Pertovi

Race

| Spells: 1st 2/2 | AF 1/1

Classes/Levels

Wolf Stats:
HP 16/16 | AC 14 T 14 FF 14 | F +5 R +5 W +1 | CMB +2 [+4] CMD 14 [+16] (18 [20] v trip) | Init +2 Perc +1

Gender

HP 11/11 | AC 17 T 14 FF 13 | F +3 R +6 W +2 | CMB +2 CMD 16 | Init +4 Perc +6

Size

Medium

Age

19, 5'9", black hair, green eyes, olive skin

Special Abilities

Companion (Wolf), Animal Focus, Nature Training, Wild Empathy

Alignment

NG

Deity

Desna

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Arvanya Pertovi

Life's a circus--it moves on.

Theme Music
Auryel Portrait
Auryel and Arvanya

Arvanya Pertovi
Human (Varisian) Hunter 1
NG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+3/19-20) or
. . dagger +2 (1d4+3/19-20) or
. . glaive +2 (1d10+3/x3) or
. . spiked gauntlet +2 (1d4+2)
Ranged longbow +4 (1d8/×3) or
. . sling +4 (1d4+2)
Hunter Spells Known (CL 1; concentration +3)
. . 1st (2/day)—cure light wounds, gravity bow, summon nature's ally I
. . 0 (at will)—create water, detect magic, guidance, light
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats
Point-Blank Shot
Precise Shot
Traits friend to animals, restless wayfarer
Skills
Acrobatics +1
Appraise +0
Bluff -1
Climb +3
Diplomacy -1
Disguise -1
Escape Artist +1
Fly +1
Handle Animal +4 (+4 bonus to handle Auryel)
Heal +2
Intimidate -1
Knowledge (geography) +5
Knowledge (local) +5
Knowledge (nature) +4
Perception +6
Ride +2
Sense Motive +2
Stealth +5
Survival +6
Swim +3

Languages Common, Sylvan, Varisian
SQ animal companion (wolf named Auryel), animal focus (1 minutes/day), nature training, wild empathy +1

Gear
hide armor (ACP -3, Max Dex +4)
arrows (40)
cold iron arrows (50)
blunt arrows (20)
dagger
dagger
glaive
longbow
spiked gauntlet

backpack
bedroll
belt pouch
explorer's outfit
flint and steel
hemp rope (50 ft.)
mess kit
pot
spell component pouch
torch (10)
trail rations (5)
waterskin

Wealth 19gp
Encumbrance: Med Load (90.5lb) (76lb / 153lb / 230lb)

--------------------
Special Abilities
--------------------
Animal Companion (animal companion (wolf named Auryel)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.

Animal Foci:

Bat: darkvision 60 feet. At 8th level, range increases by 30 feet. At 15th level, gain blindsense to a range of 10 feet.

Bear: +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: gain evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: gain a 5-foot enhancement bonus to base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: gain the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.


Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Arvanya was quite literally raised in a circus. The Varisian clan she was born into traveled the settlements of that continent, setting up camp wherever they felt they might draw a sizeable crowd. Acrobats, animal trainers, musicians, and even fortune tellers performed for the troupe, entertaining hundreds and packing the spaces inside their big top tents.

Of course, all of this was a convenient cover for their actual venture--thievery. Their sites were always carefully chosen so that, whenever the spectators would travel out to the remote fields where the acts were performed, the most clandestine among the group would infiltrate homes and swipe money and valuables. While some may have suspected the identity of the thieves, it was quite impossible to acquire direct proof, as the circus performers always had a valid alibi.

It was in this unique environment that Arvanya was raised, surrounded by loving parents and a free-spirited, if not entirely law-abiding, people. While she lacked her mother's knack for harrow, and her father's natural strength, she had talents of her own. She was good with a blade and bow, and excellent on her feet. And while these abilities would have made her an exceptional trapper, it turned out she loved animals. She spent most of her days with the animal trainers, tending to the horses, mountain lions, exotic birds, and other specimens. This practice was encouraged by the bear trainer Yeosaf, a lumbering Ulfen man who had joined the caravan and taken a fondness for the little girl.

She had a habit, too, of searching the nearby fields and woods for injured creatures. She had a real talent for mending their wounds and sending them back on their way. It was in this way that she met her wolf, Auryel. In a snow-crested woodland she found him, a snow-white pup, nearly starved. She nursed him back to health and tried to let him go, but he refused to leave her side, following her wherever she went. Auryel became part of the show, learning to fetch and heel on command, though his true loyalty belonged to Arvanya.

After a near-disastrous episode outside Korvosa, when the Order of the Nail was called in to investigate, the clan decided it would be best to find a new territory, far to the southeast, in Andoran. Yet just as they were beginning their journey they were ambushed by the hellknights, who exacted their duty with terrifying efficiency. Several parents, amidst the chaos, equipped their children with traveling cloaks and rations, and pushed them into the woodlands. They were instructed to follow the plan, to continue east through the Bloodsworn Vale, Nirmathas, Molthune, and Isger. Panicked by the site of the fires, Arvanya ran to the animal cages and released every one. Her friend Auryel braved the fighting and followed her loyally, as always, back to the other children. Terrified, they all fled into the night.

The next morning, as the children huddled together in the morning frost, they talked about their options. Some of them thought they should hide in the woods, or even return to the caravan, but the wiser among them knew that the Hellknights would continue to patrol and their best chances were to be had deeper in the wilderness.

The details of that journey are the stuff of novels. A group of rag-tag Varisian orphans making their way through the wilds of Avistan. Arvanya herself had barely come of age. But her near-supernatural talent with a bow, along with Auryel’s hunting abilities, proved invaluable on that long journey. Eventually, months later, the group found themselves on the edge of Lake Encarthan. There they were able to trade what few valuables they held (animal skins, and a few precious family heirlooms) for passage across the lake to the edge of Kyonin, then on into the expansive Verduran Forest of Taldor.

And in that wilderness, they did what Varisians do--they thrived.

In the five years since, Arvanya has made her way in life as a hunter, scout, and guide, along with her companion Auryel, there in the weird woods of Taldor. In that time, her abilities (and reputation) have soared. And while she has found some happiness in this place, her spirit has grown restless. She worries about her parents and the survivors of her clan. She envisions them in some Korvosan jailhouse. But she has neither the resources nor the plan necessary to risk a journey back to Varisia. Not yet. Instead, she looks to the south. To Heldren. There she hopes to make it big. She remembers fondly the circus nights of her childhood--the nights, the lights, the roaring crowd. Who knows, perhaps there's another big top in her future, after all?

10 Minute Background:

Step 1 - 5 Concept Elements:
1. “She-wolf” - Arvanya is a strong female character tied to the natural world, especially her closest friend Auryel. Her Varisian blood makes her fiery and passionate, and she responds to threats against herself or loved ones in kind.

2. The circus - Despite the thievery, I feel this lends a playful, good-natured element to character that would contrast nicely with any sinister elements in the AP. I plan to introduce memories into her posts to create whimsical, nostalgic, and magical moments during gameplay. She uses comforting memories of her family and loved ones to “unlock” her magic, and I think her mother’s voice will serve as her guiding conscience as she faces the darkness. She keeps her red kapenia scarf from childhood, one of few tangible reminders of her former life.

3. Life Event - the epic journey across Avistan. This journey plays a huge role in her life and I plan to expound upon it during gameplay, providing another source of memories and context to explain her choices.

4. Physically, Arvanya has jet-black hair, olive skin, and green eyes. She is tall and strong, inheriting her father’s strapping frame. She wears hide armor and animal furs as necessary. Hunters are hybrids of rangers and druids and I definitely see her as a “wild” character, more at home in the verdant woods than in any city.

5. Wanderlust - she misses her family and her clan and yearns to one day travel back across the continent. It must be the Varisian in her. She is not especially religious, but retains an affinity to Desna, as she was brought up in the that faith. The moon, especially the full moon, is an important symbol for her, both for its connections to Desna, as well as its connection to the “she wolf” theme.

Step 2 - 2 Goals
1. Arvanya herself wants to journey back across Avistan, on foot, to return to Korvosa and search for the remainder of her clan.

2. I would like to see Arvanya solidify her relationship with Niko, and perhaps even start a family. This will be a challenge for her, because she is aloof and independent.

Step 3 - 2 Secrets
1. Unknown to Arvanya, her parents both died in the Hellknight raid, run down by mounted Knights. She has little to return to. She should learn of her parents fate quite early in the adventure, perhaps from another survivor of the raid who makes his/her way to Heldren.

Step 4 - People
Arvanya is still closely tied to several of her childhood friends and travel companions, though they have spread out since arriving in Taldor. These relationships can be fleshed out in game posts. In particular, there is a young man whom she holds in special regard (see goals above).

Niko Vordushai - handsome prodigy trapeze artist and acrobat with whom Arvanya has shared an off-and-on romance.

Talia Nevbrekova - Tarot reader and witch, she has helped Arvanya hone her own magical abilities.

Artyo Mashi - hired hand turned adventurer, Artyo has been trying to convince Arvanya to join him in exploring Qadira. He excels in fencing.

Step 5 - Mannerisms
1. Arvanya likes to juggle. She learned as a little girl and now almost any time her hands are free she juggles--fruit, rocks, whatever is handy.

2. She hunts and kills because it is necessary to survive. But she reveres nature, and always says a little prayer when she takes an animal's life. The idea of killing unnecessarily has never sat well with her.

3. She loves to dance!

Appearance:
Arvanya is only nineteen years old, 5'9" with black hair, green eyes, and olive skin. Her figure is lithe, mainly due to her frequent hiking and climbing. Her hair is quite full, but usually pulled back under her red kapenia scarf. She is usually clad in hide armor over her clothes, with a belt of knotted leather that holds several knife sheaths. Her bow, arrows, and glaive serve as her primary travel companions, other than Auryel.

Character Advancement:

Level 1: Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy, FCB (hp), Feat (Point Blank Shot), Feat (racial) (Precise Shot)
Level 2: FCB (skill), Precise Companion (Outflank), Track[/b]
Level 3: FCB (skill), Feat, Hunter Tactics, Teamwork Feat
Level 4: Ability Score, FCB (skill), Improved Empathic Link
Level 5: FCB (skill), Feat, Woodland Stride
Level 6: FCB (skill), Teamwork Feat
Level 7: Bonus Trick, FCB (skill), Feat
Level 8: Ability Score, FCB (skill), Second Animal Focus, Swift Tracker
Level 9: FCB (skill), Feat, Teamwork Feat
Level 10: FCB (skill), Raise Animal Companion