Ceoptra

Caida Hawk's page

5 posts. Alias of Ariarh Kane.


Full Name

Caída Hawk

Race

Human (Shoanti)

Classes/Levels

Druid (Feral Shifter) 1 [ HP: 11/11 | AC: 13 T: 11 FF: 12 | F: +4 R: +2 W: +5| Init: +5, Perc: +7]

Gender

F

Size

M

Age

18

Deity

Totems: Hawk & Forest Grove

Location

Varisia

Languages

Common, Shoanti, Sylvan, Druidic

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 13

About Caida Hawk

Pronounced as KAH-ee-DAH.

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Backstory:

Caida was born into the ShiikiiriQuah (The Hawk Clan) in the Curchain Hills of Varisia. The youngest of four children, and the only girl, she had to prove herself against her older and stronger warrior brothers – Bheka, Dumis and Galak. Her quah possessed the strongest animal affinity of all the seven tribes, ever learning from the beasts with which they shared the land. They also were the most peaceful of all the quahs and would often serve as emissaries between the quahs and the neighbouring nations.

Caida had a particular knack for internalising her communion with, and mastery over, animals. As her affinity grew, she did not form a bond with a particular animal or a particular aspect of nature. She developed the ability to alter her own essence/being as homage to the noble creatures of the wild. She was capable of transforming and taking on an animal aspect to aid her once she set forth on her spiritual journeys.

When she was sixteen summers old, a pale-skinned Chelaxian stranger full of false promises came to her tribe and in the dead of night abducted Caida from her sleeping place, knocked her senseless and carried her down from the hills and through Churlwood. The small community of druids who guarded the natural holdfast discovered the man and girl and rescued Caida (ending the caster’s life). Even though her loyalty lay with her quah above all else, Caida sent message to her family, telling them she would stay with the druids and learn their ways as willing recompense for their rescue of her. Caida spent two years eagerly learning (knowledge/wisdom, magic and weapons) from the strange and powerful druids of Churlwood. Her three brothers would come down from the hills and visit with her once a month and then report back to the quah on their sister's progress and welfare. When they could not travel to the forest, she would journey up the hills and spend time with her people.

Oft times she would travel with a small party of druid emissaries to the major town of Riddleport. Eventually, the druids gave her leave to remain.

It was there Caida decided to stay (with her quah's blessing, also) -- to find her true path -- among the criminal element, the danger and intrigue -- and become a point of contact in town for the mysterious druids of Churlwood.

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Description:
Caida is tall -- at 5'10". Lean and toned (weighing 132 lbs), she possesses lightly-tanned skin, high cheekbones, short sable-coloured hair and dark brown eyes. She has two tattoos: a hawk on her right arm and the rune Ingir (Beast Heart) on her chest just above her heart. Melodic voice. She is considered 'exotic' and draws attention. She dresses in simple, practical clothes, with leather armour and carries her weapons on her person: scimitar, shortspear and dagger. Sometimes she wears a little cape made of feathers.

Caida's Pic

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Personality & Character:

Focussed and spirited/wild. Curious and wise. Brave and loyal. Fierce when necessary.


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Caída Hawk
Female Human (Shoanti) Druid (Feral Shifter) 1
NG Medium Humanoid
Init +5; Senses Perception +7
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Defense
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AC 13, touch 11, flat-footed 12 (+2 Armor, +1 Dex)
hp 11 (1d8+2+1 for favoured class)
Fort +4, Ref +2, Will +5
Special Ability Animal Focus 1 minute/day

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Offense
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Speed 30 ft.
Melee Scimitar +2 (1d6+2/18-20x2)
Melee Shortspear +2 (1d6+2/x2/20ft range increment)
Melee Cold-Iron Dagger +2 (1d4+2/19-20x2/10ft range increment)

Spells Known (CL 1, Concentration check +8)
1st (2/day)—cure light wounds, produce flame, summon nature's ally I (spontaneous casting)
0 (at will)— light, resistance, stabilize

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Statistics
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Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13 (Ability Modifiers +2 WIS)
Base Atk +0; CMB +2; CMD 13

Feats Combat Casting, Defiant Luck(bonus racial feat allowed by GM), Improved Initiative (Bonus feat for Human)
Traits Into Enemy Territory (Campaign, +1 to Reflex), Weathered Emissary (Social)
Skills Handle Animal +5(1 rank), Heal +7(1 rank), Know. Nature +6(1 rank, +2 Nature Sense), Perception +7(1 rank), Survival +10(1 rank, +2 Nature Sense, +1 from trait)

Languages Common, Shoanti, Sylvan, Druidic

SQ Animal Focus, Nature Sense, Orisons, Wild Empathy

Gear
(Starting with Explorer's Outfit worth 10gp), Leather Armor (10gp, 15 lbs, +2 AC bonus, No ACP), Scimitar (15gp, 1 lbs), Shortspear (1gp, 3 lbs), Cold Iron Dagger (4gp, 1 lbs), Masterwork Backpack (50gp, 4 lbs), Bedroll (1sp, 5 lbs), Winter Blanket (5sp, 3 lbs), a belt pouch (1gp, 0.5 lbs), a flint and steel (1gp, -), Silk Rope (50ft, 10gp, 5 lbs), Soap (5sp, 1 lbs), Waterskin (1gp, 4 lbs), Mess Kit (2sp, 1 lbs), Trail Rations (5 days, 25sp, 5 lbs), Healer's Kit (50gp, 1 lbs). Total cost=143gp & 38sp out of 150gp. Total weight=51.5 lbs (considered light encumbrance)

SPECIAL ABILITIES
Animal Focus (Su): At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time. (This ability replaces nature bond.)

Animal Aspects to choose from:

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

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

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

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

Frog: The creature gains a +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: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

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

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

Snake: The creature gains a +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: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

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

Wolf: The creature gains 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.

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Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Wild Empathy (Ex):

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. (1d20+1+1)

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.