Full Name |
Asha Cargyll |
Race |
Half-elf |
Classes/Levels |
Hunter 1 |
Gender |
Female |
Size |
6'3"; 165 lb. |
Age |
22 |
Alignment |
Neutral Good |
Deity |
Erastil |
Location |
Trudau |
Languages |
Common, Elven, Orc |
Strength |
16 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
16 |
Charisma |
10 |
About Asha Cargyll
Asha Cargyll
Female half-elf hunter 1
NG Medium humanoid (elf, human)
Size 6'3"; 165 lb.; Age 22
Init +2; Senses low-light vision; Perception +12
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee falchion +3 (2d4+4/18-20) or hopeknife +4 (1d4+3/19-20)
Ranged javelin +2 (1d6+3)
Hunter Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, lead blades, summon nature's ally I
0 (at will)—detect magic, know direction, purify food and drink (DC 13), spark (DC 13)
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STATISTICS
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Str 16, Dex 14, Con 12, Int 13, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise, Skill Focus (Perception)
Traits orphaned, trunau native
Skills Climb +6, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +12, Ride +5, Stealth +5, Survival +8, Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven, Orc
SQ animal companion (wolf named Geri), animal focus (1 minutes/day), elf blood, nature training, wild empathy
Other Gear studded leather, falchion, hopeknife, javelin (4), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil
Wealth 31 gp
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SPECIAL ABILITIES
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Animal Companion (animal companion (wolf named Geri)) (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)At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day. At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect. If the hunter’s animal companion is dead and the hunter has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion’s aspects to herself, not both.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Orphaned Asha grew up separated from her birth parents, and had to learn to watch out for herself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trunau Native Asha was born and raised in the town of Trunau, one of the few human settlements in the orc-dominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, she has made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand her ground, and to live free or die trying. Upon coming of age, she was given a hopeknife - a small, sheathed dagger, usually worn on a chain under her clothes - and taught how to use it to take her own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, she has served in Trunau's militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. She begins play with a hopeknife (a masterwork dagger), and her tenacity in the face of adversity grants her a +1 trait bonus on Will saves.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Background: The day her mother died is one that Asha will never forget, even though she was only a small child. It was an orc raiding party, early in the morning, which is quite atypical for orcs, as they are well aware their ability to see in the dark offers them a distinct advantage at night. Asha's mother was working outside Trunau's palisade's, while Asha was playing in the fields with some of the other young children. Within moments, the scene devolved into chaos, as orcs emerged from everywhere, and the air was rife with the smell of blood and death. The young girl could only watch in horror as her mother was cut down by a large orc. Asha would have probably died then and there, since the orcs care nothing for the innocence of youth, if it wasn't for the pack of ferocious wolves that intervened, chasing off the orc. The wolves retreated back into the forest as quickly as they came when Trunau's militia arrived, and everyone retreated behind the safety of the walls.
Asha relayed the story of the wolf pack saving her life, which was largely met with disbelief from the rest of the townsfolk. When they burned the bodies of the fallen that night, Asha was there, staring into the flames. When a young wolf appeared, padding slowly towards the gates, the guards were about to fire upon the creature when the old elf Silvermane halted them. He escorted the wolf into the town, who walked straight to the large bonfire, and laid down next to Asha.
When morning came, Asha and the wolf still sat by the embers of the fire. As she stood up and kicked at the ashes, she found a large blade, the same one that the orc had used to strike down her mother. She recovered it, in the hopes of crossing paths with that orc again. The wolf she named Geri, and they have been inseparable since then.
Nowadays, Asha has proven herself quite capable at hunting and trapping, and even though she spends a lot of time out in the wilds, she still keeps residence inside Trunau's walls.
Physical description: Asha has the obvious pointed ears that betray her partly elven blood, but her face has the plain bonestructure of her mother's human ancestry. Her hair is a deep burgundy, which she usually keeps in check by a bandana. Her eyes are sharp flecks of emerald-green, and a single nose ring is the only sign of vanity she wears. She dresses in dark, natural-colored leathers, and has a large, curved sword across her back, the blade of which is a dull black, as if permanently stained by soot.
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Geri
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1
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OFFENSE
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Speed 50 ft.
Melee bite +3 (1d6+3 plus trip)
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STATISTICS
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Power Attack
Tricks Attack, Come, Defend, Down, Hunt, Stay, Track
Skills Acrobatics +6 (+14 to jump), Perception +5, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ animal focus, attack, come, defend, down, hunt, stay, track
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SPECIAL ABILITIES
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.