Valeros

Cameron Hawkwinter's page

760 posts. Alias of FangDragon.


Full Name

Cameron Hawkwinter

Race

Wild half elf | Resource Tracker |

Classes/Levels

Cleric 3 | HP 24 / 28 | AC 18; 12tch 16ff | +6 fort +4 ref +6* will | +4 init | Acrobatics +6 Heal +2 Kn: Religion +4 Perception +14 Sense Motive +6

Gender

M

Size

5' 10"

Age

40

Alignment

CG

Deity

Desna

Location

Riddleport

Languages

Common, Eleven

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

About Cameron Hawkwinter

Background:

I grew up straddling two worlds. That of my mother Irenathalasa, a tracker of some renown among the Ekujae, and that of my father Elija Hawkwinter, a Desnan explorer from far off Varisia. An unlikely union for sure, I was born under the night of a shooting star and was blessed with mother’s clever eyes and father’s faith. My early memories are of moving constantly as the Ekujae where harassed by the Aspis Consortium, constantly fearful yet entranced by the beauty and bounty of the forest.. Then there were the hollow months when I had to stay in father in Nantambu because being with the Ekujae was too dangerous.

As I child I was reckoned fearless, climbing the highest tree and jumping to the next one just to see if I could. And when trees weren't available in Nantambu it was roofs. I grew up, too quickly for the comfort of the Ekujae and too slowly for father who became old and frail before my eyes. A canker had taken him and it slowly robbed him of everything with dignity the first thing to go. I hated Nantambu, the local kids mocked my mixed heritage. Yet there was no way I could leave father there suffering there in that shack on his own. When he finally passed on and his suffering was over I stalked into the heart of the forest thinking never to return to human lands.

Years later everything changed one moonless night. I vividly remember the stars, they were so bright it was if you could reach out and touch them. I felt the presence of the Goddess as Argonshalmartha’s summons arrived. A shaman old even by the reckoning of the Ekujae, his wizened body seemed almost translucent. It was said he had walked so far with the spirits it was a miracle he came back at all. I’ll never forget when his luminous eyes locked with mine, it was like gazing into infinity. ”Cameron.” he said, ”I have been blessed with a most singular vision. On the edge of a terrible precipice, I saw an elf and half-elf holding aloft a single light against the darkness. One of them was you, the other Kwava. You are needed, somewhere to the north…”

With those words everything changed. Kwava and I set out the next day not knowing if we’d ever return. I relished the thought of helping my people even if they were secretly glad to have rid themselves of a half cast like me. As I set out I didn’t have any conception of how strange your lands would be. To me the forests of Mwangi are home and the cold wilds of Varisia are an exotic and dangerous jungle. Yet I found I enjoyed traveling, Kwava and I ventures north by way of Osirion, Katapesh, a sea crossing to Andorann and onwards eventually to Variaia. There we drifted for many seasons before finding ourselves in the small township of Crying Leaf nestled at the edge of the Mierani Forest. When we set out neither of us had known what Argonshalmartha meant by the darkness but there we learned of the Lantern Bearers known as the Shin'Rakorath in the Elven tongue. Their motto was “to be the light against the coming darkness”. This seemed like a sign from the gods so we joined up at once.

After several missions where we proved our loyalty, Captain Nalamae sent us into the most dangerous place in a thousand miles, Riddle Port. Captain Nalamae feared a renegade from the Mierani Forest had fled there where he would likely be recruited by the Scarnazi. I’d heard so many of Father’s stories about the infamous crime lords that my heart missed a beat with excitement. I wasn’t worried for myself, I have a ability to blend in with elves or men and thanks to father I spoke the language. Kwava however would stand out like a sore thumb and I was worried for him. So with mixed elation and worry we made our way to the most notorious den of vice and infamy on Golorion to find out if the Scarnazi crimelords had taken a strange elf under their wing...

Things didn't quite go according to plan however... A few days out from Crying Leaf, Kwava spotted smoke on the horizon. There wasn't a town in the area so smoke was a surprise and curiosity got the better of us, well me. Kwava wanted to circle round but, my impulsive side wanted to go see what it was. Anyway I started walking and with a sigh Kwava followed. It soon became clear that a horse drawn carriage had been held up and set aflame. It seemed deserted so we picked our way down the hill towards the road to see if anyone needed help. Big mistake that. The family who owned it where dead and the orc raiders where hiding nearby. With a sudden cry they fell upon us. Fighting back to back, Kwava made a good account for himself until the biggest of the orcs - a brute with a huge Falchion near cut him in half!

I tripped the brute wit my spear and abstractly thought I should run. I was outnumbered and none could stop me if I bolted. I just couldn't though, Kwava was my link to home. There was no way I could just abandon him! No I put my trust in Desna and stood over him spear in hand. For a while I was just parrying and feinting, keeping them at bay with my spear but then I heard a horn. Coming up the road was a large well armed wagon train and their outriders where galloping towards us. They made short work of the remaining orcs while I tended to Kwava's wounds. It was too bad we couldn't save the family but justice was done and the caravan train was headed to Riddle Port offered to take us there in thanks for our bravery.

Now I'm finally here, and I couldn't be more exited. Yet I'm a little scared, strange things are happening, earthquakes, that blot in the sky. What could it mean? Hard to say but I have a mission and it was time to do my duty!

Description:

At first glance Cameron could pass for a not quite tall, and rakishly thin Varisian. With a faded tanned, dark hair and darker eyes he has the air of someone well traveled. A closer look would reveal subtly pointed ears and a slight almost shape to his eyes. Habitually seen shuffling a old well loved deck of harrow cards, which on request he would draw dramatically in order to divine the future of the curious or unwary.

Generally he wears comfortable well lived in clothes on top of sturdy breastplate (Can't be too careful), and he carries a beaten up old longspear. More walking stick than weapon (surprisingly helpful after a skinful of grog, especially staggering home through the disreputable and stinking streets of Riddleport), it bears strange elven lettering that glows softly in the dark.

Oh and if you stick around Cameron, you'll hear rather a lot about Desna. If the sun came up earlier than normal, that was Desna. If a black cat crossed your path, Desna sent it. If the days's catch was particularly good, that was Desna. If the dice came up seven's, well that was definitely Desna.

Crunch:
Cameron Hawkwinter
Half-elf (Wildborn) cleric of Desna 3
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +14 (+12 when further than 10 feet from a fallen ally)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 28 (3d8+6)
Fort +6, Ref +4, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mwk longspear +6 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks channel positive energy 3/day (DC 11, 2d6)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—Alter self alter self (specific human, drow, or elf form)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—bit of luck
Cleric Spells Prepared (CL 3rd; concentration +5)
. . 2nd—augury[D], tears to wine (DC 14), weapon of awe[APG] (DC 14)
. . 1st—bless, ears of the city, longstrider[D], shield of faith
. . 0 (at will)—detect magic, guidance, light, resistance
. . D Domain spell; Domains Luck (Fate[APG] subdomain), Travel
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Power Attack, Skill Focus (Perception)
Traits elven reflexes, reckless, seeker
Skills Acrobatics +6 (+4 when further than 10 feet from a fallen ally), Appraise +0 (-2 when further than 10 feet from a fallen ally), Bluff +0 (-2 when further than 10 feet from a fallen ally), Climb +0 (-2 when further than 10 feet from a fallen ally), Diplomacy +0 (-2 when further than 10 feet from a fallen ally), Disguise +0 (-2 when further than 10 feet from a fallen ally), Escape Artist -1 (-3 when further than 10 feet from a fallen ally), Fly -1 (-3 when further than 10 feet from a fallen ally), Heal +2 (+0 when further than 10 feet from a fallen ally), Intimidate +0 (-2 when further than 10 feet from a fallen ally), Knowledge (religion) +4 (+2 when further than 10 feet from a fallen ally), Perception +14 (+12 when further than 10 feet from a fallen ally), Ride -1 (-3 when further than 10 feet from a fallen ally), Sense Motive +6 (+4 when further than 10 feet from a fallen ally), Spellcraft +4 (+2 when further than 10 feet from a fallen ally), Stealth -1 (-3 when further than 10 feet from a fallen ally), Survival +2 (+0 when further than 10 feet from a fallen ally), Swim +0 (-2 when further than 10 feet from a fallen ally); Racial Modifiers +2 Perception
Languages Common, Elven
SQ agile feet (5/day), elf blood, overprotective
Combat Gear potion of enlarge person (10), wand of cure light wounds; Other Gear mwk breastplate, mwk longspear, cloak of resistance +1
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fate)
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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