Swampwalker

Chief White Eagle's page

621 posts. Alias of Edward Sobel.


Full Name

Wapsu Woapalanne ("White Eagle" in his native tounge)

Race

Human

Classes/Levels

map

Strength 14
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 18
Charisma 12

About Chief White Eagle

White Eagle:

White Eagle
Human Barbarian (Spirit Totem) 1 / Shaman (Witch Doctor) 3
N Medium humanoid (human)
Init +3; Senses Perception +14 (+16 familiar nearby)(+19 familiar nearby & sight based - Bright light)
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 45/49 (4 HD; 3d8+1d12+13) {rage - 57/57}
Fort +4, Ref +2, Will +7
{Rage - Fort +6, Ref +2, Will +9}
--------------------
Offense
--------------------
Speed 40 ft.
Melee
. . +1 spear +6 (1d8+4/×3) {rage - +8 (1d8+7/x3)}
. . masterwork handaxe +6 (1d6+2/x3) {rage - +8 (1d6+4/x3)}
. . unarmed strike +5 (1d3+2) {rage - +7 (1d3+4)}
Ranged
. . sling +4 (1d4+2) {rage - +4 (1d4+4)}
. . masterwork Longbow +5 (1d8/x3) {rage - +5 (1d8/x3)}
Special Attacks hex (speak with animals), rage (5 rounds/day)

Shaman Spells Prepared (CL 3rd; concentration +7, Ranged touch +4, Melee touch +5):
. . 2nd—barkskin, cure moderate wounds; barkskin{S}
. . 1st—bless, cure light wounds, entangle (DC 15); charm animal{S} (DC 15)
. . 0 (at will)—detect magic, guidance, know direction, stabilize
. . S spirit magic spell; Spirit Nature Wandering Spirit

--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 12, Wis 18, Cha 12

Base Atk +3; CMB +5; CMD 16

Feats Totem Spirit - Shriikirri-Quah (Hawk Clan), Tribal Scars (Night Hunt), Boon Companion

Traits devotee of the green, pioneer

Skills

  • Acrobatics +4 (+8 to jump)
  • Climb +1
  • Diplomacy +5
  • Handle Animal +8
  • Heal +10 (+12 with healer kit)
  • Knowledge (geography) +6
  • Knowledge (nature) +7
  • Knowledge (religion) +5
  • Perception +14 (+16 familiar nearby)
  • Ride +8
  • Sense Motive +4 (+6 familiar nearby)
  • Stealth +0
  • Survival +13

Languages Common, Native Arcadian
SQ fast movement, speak wth animals, speak wth animals, spirit animal (hawk named Arcane Familiar), storm burst

Gear potion of cure light wounds (3), potion of lesser restoration (2), healer's kit, mwk lamellar (leather) armor[UC], +1 spear, arrows (20), mwk handaxe, mwk longbow, sling, sling bullets (10), talisman of arrow protection, lesser[OA], talisman of beneficial winds, greater[OA], talisman of warrior's courage, lesser[OA], belt pouch, calumet[ACG], falconry gauntlet[UE], fetish, tribal, flint and steel, spell component pouch, tobacco (5), waterproof bag[UE], 408 gp, 4 sp
--------------------
TRACKED RESOURCES
--------------------
Healer's kit - 0/10
Sling bullets - 0/10
Arrows - 0/20
Rage (5 rounds per day) - 0/5
Storm Burst - 0/4
Feather fall (1/day) - 0/1
Protection from arrows (1 use) - 0/1
--------------------
Special Abilities
--------------------
Boon Animal Companion +4 levels to determine animal companion/familiar abilities to max of HD.
Deliver Touch spells Familiar can deliver touch spells for me
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement (Ex) +10 ft to movement not heavy encumbered
Rage (5 rounds per day)(Ex) +4 Str, +4 Con, +2 Will, -2 AC while raging.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Eagle) Non-magically speak with the specified type of animal at will.
Speak with Animals (wolf) Non-magically speak with the specified type of animal at will.
Storm Burst (Su) (4/day) As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. At 11th level, any weapon she wields is treated as a thundering weapon.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
talisman of arrow protection, lesser These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows.
talisman of warrior's courage, lesser These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.
talisman of beneficial winds, greater These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. This talisman functions 1/day.
Spirit Totem, Lesser (+5, 1d4+1) (Su) Spirits attack 1/round at +5 to hit, dealing 1d4+1 negative energy damage.
--------------------

Sikem
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1) and
. . unarmed strike +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +6
SQ riding
Other Gear bedroll, bit and bridle, mess kit, riding saddle, saddlebags, tent, small, torch (3), waterskin (2)
--------------------
TRACKED RESOURCES
--------------------
Torch - 0/3
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

--------------------

Elangomat
(“friend” in the Lenni Lenape language)
Eagle
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 24
Fort +3, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee
. . 2 talons +8 (1d4-2) and
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 12
Feats Weapon Finesse
Skills Acrobatics +7 (-1 jump), Diplomacy -1, Climb +3, Fly +7, Handle Animal +2, Heal +5, Perception +17, Ride +6, Survival +6; Racial Modifiers +8 Perception
SQ attack any target, get help, guard, hunt, improved evasion, spirit animal (nature), watch
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Flight (60 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Guard [Trick] The animal stays in place and prevents others from approaching.
Hunt [Trick] Hunts or forages for food to bring to handler.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spirit Animal (Nature) Move through undergrowth without harm/slowing & no Fly penalties up to windstorm strength.
Watch [Trick] Stands watch over designated area.

His story:

Backstory:

Arcadia, the mysterious continent, lies across the Arcadian sea. A place of mystery and wonder; Centuries ago Ulfen settlers called Arcadia their new home, until the natives took offence to their presence and nearly drove them from their home.

The native tribes called skraelings by the Ulfen settlers were considered savage and ruthless. But this I can tell you is not entirely true.

I am White Eagle, son of Ten Bears, and I am a skraeling. Though I was not born on the land my ancestors once called home My Father and I have held to the teachings passed down to us by my father’s father and his father before him. I am of the Defohy tribe, Nomads always moving with the changing seasons making our home in the plains of Arcadia in places where our horses may graze and the fish are abundant.

The Defohy depended on the land for their survival. The earth and rivers provided roots and berries, fish and game. Farming and land ownership were foreign to the Defohy. They believed (and still do today) the earth was not to be disturbed by hoe and plow. The land was their home, not a commodity to be bought or sold.

Chief Yellow Wolf, a relative of Chief Ten Bears said, “We were always here. The Great Spirit placed us on this land of ours.”
Many miles south of the Ulfen settlement others from your world also journeyed to Arcadia. Settlers, seeking trees, animals and metals came to our home. These settlers moved into land we have journeyed to for countless generations. We sought to make peace with the newcomers and many of them welcomed us. We showed the settlers how to farm the soil in Arcadia and where to hunt good food. The Ulfen were friends. My people called all who came to our land as Ulfen as we had no concept of the different races of other lands. To us what you call elf was called spirit beings that were as mysterious to us as our home is to you.

Not all settlers who came to our home were friend. Bad Ulfen, I have learned were called Cheliax in your tongue, came to take gold from the hills and mountains of Arcadia. They enslaved many skraeling to dig the gold from the earth.

My ancestors became scattered and many were sent on ships to Cheliax home. Among them was my grandfather Chief Charlo, whose wife was with child. My father was the first of the skraelings to be born on this new world.

My father was strong and it is said that he had the strength of a bear and would do the work of ten men and so was given the name Ten Bears. Ten Bears was a slave like all the skraelings brought over to Cheliax.
However the Great Spirit saw what was happening to the people of Arcadia and took pity on them. Many skraelings were freed when guardians of freedom who bore the sign of the eagle freed our people.

Ten Bears lead a small group of Defohy north until we found land to call home in what is called Restov Plains. There. Our people prospered living peacefully on the plains and many new Defohy were born.
Ten Bears took a wife and bore a son, White Eagle.

For many years my people lived freely on the Rostov plains, trading goods with the settlements in this new land. My brother, Swift Elk, would lead hunting parties and trade furs with other Ulfen hunters and trappers.

Soon though Cheliax warriors would try and destroy the peace my people have created. (Note Cheliax is the name given to all human bandits, brigands, or other unsavory types, including warlords). Many disguised as Defohy attacked and scalped local Brevoy villagers.

Trust of the local villages and settlements was beginning to deteriorate. Ten Bears journeyed to the Ulfen city of Restov to plead the case of our people.

The Mayor agreed to a treaty with Ten Bears. The Defohy people would provide one of their own and explore the place called the Stolen Lands and there the Defohy could go and make a new home. And in return the people of Restov would assist and help protect the Defohy people.
During this time White Eagle had recently returned from his journey of the Wyakin to receive his guardian spirit. White Eagle had a vision while alone that he would be a great leader of his people guiding them to new lands and better hunting grounds. White Eagle was to go to fulfill Ten Bears promise to the Chief of Restov.

The Defohy have a strong belief in dreams and visions. Young boys and girls went alone to remote places hoping to receive knowledge of a personal guardian spirit. This personal WYAKIN would warn them of danger and give them special powers. In all phases of daily life, the Defohy thought of the spirits of forces and objects around them as supernatural WYAKIN

Native Arcadian for spells:

Native Arcadian words:
Cure Light Wounds: Katu Milaz Uakas Hanisa
Calm Animals: Uakeisuitin Saptakatalksa
Detect magic: Iyakaza Mitau
Stabilize: Amolza Uepezese
Light: Innig Kaaus
Entangle: Ueletpese
Magic Stone: Pisue Mitau
Charm Animal: Sepeluise Uakeisuitin
Know Direction: Pelktkeg
Inflict Light wounds: Tesiiuiikse Milaz Uakas Hanisa
Speak with Animals: Tekeziekze Saptakatalksa
Bless: Talapozanaisa
Earth: Titokan

Good Morning: Ta'c meeywi, manaa wees?
bear: hiy'u m
bear, grizzly: x'axa c
buffalo: qoq'a lx
eagle, bald: sa'qant' yx s'a qan
eagle, common brown: te'qt
father: t'o t
feather (e.g., of eagles), tail: tu u'ynu
horse: s'ik'em
horse, appaloosa: m'a min
mother: i s

*Note: these words are adapted from:
"A dictionary of the Numipu or Nez Perce language Part 1" Anthony Morvillo, St Ignatius' Mission Print, Montana, 1895.

found here