About Cassandra LupinCassandra Lupin
Skills:
ACP: -2 Armor 24 Ranger + 6 Stalker + 5 Int + 5 FC = 40 (4) Acrobatics (Dex) +10 (1) Bluff (Cha) +3 (1) Climb (Str) +6 () Disable Device (Dex) () Disguise (Cha) (3) Escape Artist (Dex) +9 (5) Handle Animal (Cha) +9 (+13 on Companion) (3) Heal (Wis) +10 (1) Intimidate (Cha) +3 (1) Knowledge (local) (Int) +5 () Knowledge (religion) (Int) (1) Knowledge (Dungeoneering)(Int) +5 (5) Knowledge (Nature)(Int) +10 (5) Perception (Wis) +12 (+13 Night) () Profession () (Wis) () Ride (Dex) (1) Sense Motive (Wis) +6 () Spellcraft (Int) (4) Stealth (Dex) +10 (4) Survival (Wis) +12 (+14 to track)(+18 to track with scent)(+14 various things) (1) Swim (Str) +6 Background Skills
Modifiers:
-------------------- Gear:
--Equipped-- Adventurer's Outfit Staglord's Helm +1 Composite Longbow [2] Battleaxe Arrows: -Common (19) -Durable Cold Iron Arrows (10) -Durable Silver (10) -Trip (2) -Whistling (5) -+1 beast bane arrows (3) +1 Studded Leather Dagger MW handaxe --Backpack-- Small Tent Fishing Kit Silk Rope (50) Grappling Hook Canteen (2) Flint and Steel Torch (5) Cooking Kit MW Artisans Tools MW Survival Kit Healer's Kit (9 charges) 50 --Magic Items-- Potion of Enlarge Person Acid (2) Thunderstone (2) 1698.22gp
-------------------- Racial Abilities:
Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged. While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution. Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size. Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes. Base Speed: Skinwalkers have a base speed of 30 feet. Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Change Shape (Su) 4/day: 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: -2 claw attacks that each deal 1d4 points of damage
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages) allow skinwalker characters to select from different sets of bestial features. Spell-Like Ability (Speak with Animals): Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level. Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light. -------------------- Drawback, Traits, and Feats:
-Drawback- Warded Against Nature: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. -Traits- Traumatic Shift: You gain a +1 trait bonus on Bluff checks, and Bluff becomes a class skill for you. Regional Recluse: You gain a +1 trait bonus on Survival checks and a +1 trait bonus on Perception checks made at night. Know the Land: You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you. -Feats- Keen Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Explorer: You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild. In addition, you gain a +2 bonus on all Knowledge (geography) checks. If you have 10 or more ranks in Knowledge (geography), increase your bonus to +4. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Boon Companion: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature. -------------------- Ranger Special Abilities:
Favored Enemy (humans): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. 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 the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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. Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. 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. Favored Terrain (forest) (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3. A ranger can select a bustard, capybara, falcon, marsupial devil, reindeer, snake (reef snake or spitting cobra), wolfdog, yak, or zebra as an animal companion. If the campaign takes place in an aquatic environment, the ranger can choose an armorfish or reef snake. A falconer ranger can select a falcon companion instead of a bird companion. PZO1140 Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. 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. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3. --------------------- Fiona Wolf Companion:
Wolf Animal Companion N Medium (animal) Init +; Senses Low-Light Vision, Scent; Perception + -------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural) hp 35 (5d8+10) Fort +6, Ref +7, Will +2 -------------------- Offense -------------------- Speed 50 ft. Bite +6 (1d8+3) -------------------- Statistics -------------------- Str 14, Dex 16, Con 15, Int 3(+1 L4), Wis 12, Cha 6 Base Atk +3; CMB +4; CMD 16 Feats Weapon Focus (Bite), Improved Natural Armor, Light Armor Proficiency SQ: Link, share spells, Evasion, Ability score increase (+1 str/dex) Skills 5 skill points ()Acrobatics* (Dex) ()Climb* (Str) ()Fly* (Dex) (2)Perception* (Wis) +6 (2)Stealth* (Dex) +8 (1)Survival* (Wis) +5 ()Swim* (Str) Modifiers:
Tricks: Combat Training: attack, come, defend, down, guard, and heel, Flank (bonus), Aid (Bonus)
--------------------- Stalker Special Abilities:
Maneuvers: A stalker begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by stalkers is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The stalker must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter. Upon reaching 4th level, and at every even numbered stalker level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the stalker loses the old maneuver in exchange for the new one. The stalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The stalker can swap only a single maneuver at any given level. A stalker's initiator modifier is Wisdom. Maneuvers Readied: A stalker can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Stalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the stalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below). Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice. Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful. Stances Known: Stalkers begin play with knowledge of one stance from any discipline open to stalkers. At the indicated levels (see class table), the stalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the stalker cannot learn a new stance at higher levels in place of one he already knows. Ki Pool: At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1). At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives. The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants points to a ki pool, stalker levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The stalker can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. Deadly Strike (+1d6): The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage. Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment. Stalker Art: Alacrity (Ex) A stalker's land speed is faster than the norm for his race, gaining a +10-ft. enhancement bonus to his base speed and he may add his Wisdom modifier to Acrobatics checks, due to his nimble and finely honed body. The stalker enjoys this benefit only when he is wearing no armor or light armor, not using a shield, and not carrying a medium or heavy load. As a swift action, the character may spend a point of ki to pour extra speed to his step to increase this bonus from 10-ft. to an additional 30-ft. for one minute, but he is fatigued afterward for 1d4 minutes as he catches his breath.
--------------------- Maneuvers:
Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, Veiled Moon Maneuvers Known: Curving Ray Shot: - The initiator makes an opposed Perception check against target's armor class before making a single ranged attack; if successful then the foe's cover is negated. Horizon Wind Lancet: - The initiator inflicts an additional 1d6 points of damage on a single ranged attack he makes this round. If the initiator is making multiple attacks in this round, this bonus applies to the first attack the initiator makes. Solar Sting: - The initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10-ft. by 10-ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator's initiation modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to hit. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they're wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack. Leaping Dragon: - The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. Swift Claws: - The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons. Offensive Roll: - The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment. Maneuvers Readied:
Stance: - While in this stance, the initiator's ranged attacks inflict an additional 1d6 points of fire damage. This bonus damage increases by an additional 1d6 points of fire damage every eight initiator levels. This is a supernatural ability. --------------------- Backstory:
A hooded figure entered the tavern area of an inn in southern Brevoy. It was dark and a light rain was coming down so the hood wasn't conspicuous amongst the customers. It was part of the reason she even entered. She quietly made her way over to an empty table and ordered some food. If it bothered the waiter that she kept the hood up he didn't show it. He just handed over the food, accepted the tip, and kept doing his job. Maybe it was because they had recently had a lot of strange characters come through already. Brevoy's noble's got the brilliant idea to send adventurer's into the River Kingdom's to the south in an attempt to civilize the lands and establish an ally for the future. Because of that the entertainment had been above average as bards from all over wandered through in the hopes being a part of some grand adventure to the south. The start of a kingdom meant fresh inspiration for a new legend that might rock taverns all over. Tonight was no different. A bard of excellent talent was reciting poems and stories with great accuracy and energy. When the hooded figured entered it was easy to tell she wasn't comfortable with the situation. She looked around too much, avoided close contact, and sat at an unoccupied table. Now it seemed she was much more at ease. That is until the bard started up the next story. "Have any of you heard of the Werewolves of Brevoy?" he asked conspiratorially. She flinched and looked around fearfully. No one paid her much mind thankfully. "Doubtful, seeing as no one has heard of them in over 50 years. But when they were around it is said you could hear their howls echoing through the eastern woods of Gronzi...mingled with the screams of their prey. That is until the hero Cornelius Lupin silenced them for good. Unfortunately for the rest of us, we can only guess at his fate as he never returned. Did he join the night stalkers in their hunt somewhere else...or did he maybe sacrifice his life to end their hunt forever?" The hooded figure in the back, sighed in relief as the bard went into the usual story she heard about the Werewolves of Brevoy. Why was she relieved? Because it meant their secret was still unknown. Cornelius didn't slay them. They didn't terrorize the countryside. He just united them and showed them how to stay hidden. For in reality, Cornelius was a werewolf himself. Most people are unable to deal with the curse. The guilt of some horrifying act drives them insane. They let the beast loose completely and never look back. Some can't find the will to fight it and run far away. Far enough that no one they care about will ever be hurt. And some reveal in the power, the bloodlust, the thrill of the hunt. They infect others
Cornelius was one of the few who accepted the curse, owned it, controlled it. He took precautions, fed the urges with productive activities, and kept a low profile. And he never gave up hope. That hope that he would find a place for people like him. A place with good people where they wouldn't immediately judge you based on the actions of others like you. A place he wouldn't have to lie. A place he wouldn't have to hide. After many years, he never found that place, so he made it. He founded a village deep in the forests in eastern Brevoy. He didn't kill the werewolves, he brought them together. He showed them a new way. He showed them a new life where they didn't have to be afraid. Afraid of others or themselves. And how did she know so much of the hero Cornelius Lupin? Cassandra Lupin, granddaughter of Cornelius, left the tavern the next day. She joined a troupe heading for an area of the River Kingdoms known as the Greenbelt. A place chartered by the Swordlords' of Brevoy for a select few adventurers brave enough to tame the land and start a kingdom. A kingdom that she might influence. A kingdom where a person like her grandfather might have stayed. Cassandra comes from Luna Village, a secret village deep in Gronzi Forest. Most of the villagers are descendants of the afflicted that founded the village. The rest are either their loved ones that joined them there or outcasts trying to make a better life. People, and even creatures, trying to leave behind the stigma of others like them. Medusas, Nagas, Orcs, Goblins, Duergar, Bugbear, and even a giant. If your aim is to live peacefully and you could find no home amongst the goodly, but close-minded folk, then this was the place for you. But after a few years the village began to grow too big. Cornelius feared that they would one day be discovered with too much activity. So when word came that Brevoy was looking for adventuring folk to start a kingdom to the south, they jumped at the chance. The first candidate was the hero himself but he admitted to being too old for that anymore. So his son became choice number two. He also declined in favor of taking over some duties from his father. They agreed that a they should leave it to a younger generation anyway. So four careful, intelligent, and capable youngsters were chosen. One for each charter. It was one of the happiest days in her life when Cassandra, despite her parents' reservations, was amongst the chosen. She left the village in high hopes with three friends to make a home in the River Kingdoms. A home not just for her, but for everyone like her as well. A daunting task but one they were all up to the challenge for.
--------------------- Personality:
Living in a village where your grandfather is a hero could give anyone a large ego. But Cassandra maintains a level head most of the time even though the villagers treated her a little differently. They were unusually nice and respectful at all times. And even though she could do no wrong in their eyes, what lack of strictness they showed was more than made up for from her parents. They reinforced that she had to earn their respect and not expect it. She had to think and fight or herself. Even if she hadn't been the village leader's granddaughter, she would have definitely been chosen to represent them on merit alone. Cassandra is cautious by both nature and upbringing, preferring to watch and listen. She likes to know all the details before making a decision. This clashes heavily with her demeanor when she is on the hunt or in a fight. In those moments she turns to instinct, trusting in both her training and the beast to get her through safely. Few of the villagers are lycans anymore. Most are a new brand of beast called Skinwalkers. People capable of calling on the latent power in blood to aid them in times of trouble. They don't have to worry about losing control like the older villagers, but they can never show such powers outside the village or the wilderness. This caution has been drilled into all the children With so much Lycan blood, it was inevitable that their children, even with non-cursed spouses, would be different. And though they didn't fully transform into a monster, the shift was significant and noticeable. No one wanted to test people's acceptance. But soon that point was about to be moot.
--------------------- Appearance:
The main reason Cassandra wears a hood a lot is because her hair is stark white and drawn back into a barely contained ponytail. Her grandfather's wolf form had always been white and she figured that's where she got it. Most normal people wouldn't make a connection to lycanthrope as explanation for the hair but the less questions they asked the better. She got enough looks from her height alone. She was above average for a woman at 5'10 and was very well defined. She didn't have the soft curves of most women. She had the rough physique of a lithe and agile fighter. Her eyes are a green that borders on yellow and her face is round, almost boyish, but with full lips that betray her femininity. --------------------- Lord Medvyed's Letter:
Dear Lord Alystair, This is Cassandra and I recommend her for this undertaking into the Stolen Lands. Sincerely,
--------------------- Master Scribe's Letter:
Dear Lord Alystair, I wrote down exactly what my master said and it took some convincing to make it as formal is the present copy before you. I felt the recipient of the recommendation required some context though. My Lord did not want to send her at all because of the good work she has done. But because it was required of him to send any volunteers his hands were tied. Cassandra has been invaluable in our operations. The Master of coin believes the 4% increase in production is almost entirely because of her. We have rigorous tests to find the appropriate rangers to keep our farmers and herders safe and she passed them with flying colors. She has never let a dangerous creature through nor even a stealthy bandit. Her senses in the wild are second to none. Witnesses say she even saved the foreman from a bear without using a weapon. She merely charged it and it ran in the other direction. You have at your service, a fine guide and protector. We would be happy to have her back but it seems she dreams of something bigger. Sincerely,
--------------------- Secrets, Friends and other stuff:
Friends: Cassandra left the village with four others. Each would try to get into a different charter to improve their chances and hopefully, one day, increase the likelihood of diplomatic relations between the newly established kingdoms. Leena, Roy and Christian. All of them are skinwalkers except Christian. He retained the most cursed blood and is able to completely transform. And because he was born with it, he has almost complete control like they do. He is also Cassandra's brother. Coming from a small, tight-nit community, that no one knows about, they have no direct enemies. But there will certainly be plenty out there who will react poorly to anyone of them if they are revealed. Either for a good reason because of an accident or just because having a wereperson is dangerous.
Explorer Feat Goal as of Level 2: Cross through a dangerous place without a map or a guide knowledgeable about the area, stopping for no longer than 16 hours at a time, and along the way overcome an appropriate number of natural hazards, obstacles, and/or enemies, (Combined CR 20) at least one of which must qualify as a challenging foe (CR 5 single encounter). Craftable Arrows:
Stag Lord Helm
When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day. A worshiper of the associated deity who wears this helm may utilize the insightful shot ability up to 3 times per day. |