About Cathran IngwoodCathran Ingwood
Defense
Offense
Warpriest Spells (CL 1; concentration +3)
0th: 3/day
Statistics
Community Blessing:
Communal Aid (minor): At 1st level, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action. Good Blessing:
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability. Equipment:
Gear: Wooden holy symbol of Lythertida, Ranger’s kit [modified: backpack traded for MW backpack] (MW backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (3 days), waterskin), bear trap, MW trapper's tools, spring-loaded wrist sheath x2: each with potion of Enlarge Person. (Non-combat items are with Bertha)
Armor and Weapons: MW Full-Plate, kukri, bardiche +1 (brace, reach, +2 vs sunder), MW Tri-Point Edge Sword, MW dagger, javelin with amentum x2 Useable: holy water, alchemist's fire x2, acid x2, potion of enlarge person x2 Money: 341 gold Background:
Cathran was born in Perdition’s Point, one of the rare half-elves to be born of two half-elf parents. She led a fairly typical rural childhood, learning to hunt and trap game from her parents, and embracing the practical, hardworking attitude of the Erastil-worshipping town. She often felt distanced from other children, though, for two reasons. The first was her race, which was understandable for a town that had not seen much of her kind until her parents moved to the hamlet. The second was a greater fear of the ghosts and specters in the woods than most children possessed; supposedly, according to most people in the town, the priests of Erastil would protect the living from these threats, but Cathran was never so sure. The small cabin she grew up in seemed to attract more unwanted, unliving attention than most in the town, or at least so Cathran’s frequent night terrors seemed to suggest.
When she was old enough, Cathran went on her first hunt, accompanied by her parents. The town having experienced a harsh winter that left town diets a little lean, the half-elves tracked a small family of deer deep into the woods. Too deep. Without warning, a malevolent spirit—its flesh rotten, arms long and thin, and teeth sharp and numerous—rose from the ground and instantly slew Cathran’s father with a single, dark touch. At first, Cathran stood and stared, the world around her silent. She heard a voice growing louder, telling her to run, and eventually recognized her mother’s hoarse yelling. Cathran caught a glimpse of her mother’s determined, tear-streaked face turned in anger toward the spirit, before the adolescent girl fled, running through the forest undergrowth without a look back. She ran until she collapsed, her mind occupied entirely by fear. Unable to flee any further, she turned to see the slowly approaching monster, its wide, needle-toothed mouth in a horrific grin. The air grew cold, and suddenly Cathran’s eyes could see nothing but a sheet of white. The specter charged, not at Cathran, but at something behind her. She turned to see an old human woman, in simple but elegant dress, unleash another blast of cold at the undead monster. The two sparred, fiend against magic, until the old woman drove off the specter. The old woman, who Cathran soon came to know as Elda, comforted and cared for the terrified youth there in the forest, and took her on as her ward. Between Elda’s potent magic and Cathran’s skill in navigating the wilderness, the two managed to make their way out of the Cadaverwood. With nothing left to hold her to the haunted hamlet, Cathran accompanied Elda as her adopted daughter and defender. They traveled from city to city, Elda offering her services as an apothecary and fortune teller and Cathran often serving as a mercenary, especially when it involved the undead. Cathran learned that Elda was born of some noble family from far in the north, and the old woman taught Cathran, among other things, more cosmopolitan manners, and how to tap into her inner access to the magic within her. After years of travel, Elda eventually felt the weight of her years. They made one last journey, far north, so Elda could die in her homeland. After a small ceremony that only Cathran attended, for lack of anywhere else to go, the now-grown half-elf decided to head back to her birthplace, if they would have her. She made the long trek south, and currently has made it as far as the closest other town to Perdition’s Point, Hamsberg. Appearance and Personality:
Cathran is tall, lithe, and muscular, and under her helmet lie sharp, dark eyes and black hair pulled into a practical, but neat, ponytail. She wears a set of finely wrought auburn-colored full plate, a rough cloak, and carries as much wilderness gear as she can efficiently carry. When out of her armor, she wears the fashionable garb of a courtier. Around her neck hangs a black string with a wooden, painted symbol: an eye with a single tear drop.
Image of similar armor
She is fairly quiet, her voice level and deep when does speak, and always polite, if taciturn. Her movement is not graceful, per se, but she walks with a level pace and sense of purpose. She respects the land as Erastil teaches, but questions his efficacy as a protector—or at least as her protector. She reserves the communal respect (and possibly worship) that the people of Perdition’s Point often pay to Erastil for spellcasters, especially witches and other magically powerful women. Her normally calm mien breaks only when discussing or fighting the undead, at which point her eyes grow hard with fear and hatred, she starts to grit her teeth and clench her fists, and her previously controlled movements become jagged and nervous. Planned Progression:
1: Feat: Power Attack 2: Combat Style Feat: Pushing Assault 3: Feat: Combat Reflexes; Witchguard Feat: Bodyguard 4: Ability: +1 Strength; Warpriest feat: Weapon focus (Bardiche); Warpriest feat: Improved Unarmed Strike 5: Feat: 6: Combat Style Feat: Great Cleave 7: Feat: Lunge?; Witchguard Feat: In Harm's Way 8: Ability: +1 Strength 9: Feat: 10: Combat Style Feat: 11: Feat: 12: Ability: +1 Strength 13: Feat: 14: Combat Style Feat: 15: Feat: 16: Ability: +1 Strength 17: Feat: 18: Combat Style Feat: 19: Feat: 20: Ability: +1 Strength Possible Witchguard Patrons:
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