NG F Hunter 3 | HP 24/24 | AC 17-13-14 | F+4, R+7, W+3 | Per +8, Init +3 | 2 level 1 spells remaining
Daughter of the north, seeker in the snows:
The Kellid people have a long history of displacement, having been pushed north by everyone from the Ulfen warriors, to the Irrisen witches, to even demons, when the lands of Sarkoris erupted into a pit to the abyss. They are mostly nomadic, hunting across the frozen north in the lands where even the Ulfen don't bother trying to set up homes. Chiquq (say: CHIH-kook) is in some ways an archetypal daughter of her people-- she knows well how to live off the land, how to survive deep snows, and how to hunt both the caribou and seals of the north-- but also those creatures less natural, the witch-kin and ice trolls and other such horrors.
Though she doesn't necessarily need the comforts of civilization, Chiquq has become fond of them, and makes her living as a guide and a trader: she leads southerners who must travel north across the tundra and steppes, and she also brings ivory, furs, and tusks south to trade for things like metal tools, foodstuffs, and alcohol. Chiquq is helped in this task by a not-fully-grown mammoth named Ila (Ee-la), her beast of burden and loyal companion. She found the baby mammoth surrounded by wolves, with no sign of its herd. Chiquq drove off the predators and healed the little mammoth's injuries through the power of the giant goddess Skode.
Rewriting all this bitChiquq's worship of Skode sets her somewhat apart from most of her people: while she's not the only Kellid to worship a giant-god, it is rare enough that it has earned raised brows among her tribe, as well as frustrated disapproval from her father, a devout worshipper of Gorum who believes that Chiquq should have followed in his footsteps. But as far back as she can recall, Chiquq has had dreams of a tall, powerful woman striding among hills as though they were snowdrifts, and felt that this woman had taken a protective interest in her. She knew it was not Desna, nor Gorum, nor Gozreh... but old stories among The People spoke of the gods that dwelt in the land before, in the time of the great ones, the people tall as cliffs and stronger than stones. It was said that the blood of the great people had not vanished entirely from the earth, but that it survived in some families, in a son born taller than his fellows, or a daughter born with a mark of the triple lightning bolt of Bergelmir. In Chiquq's case, she saw signs of the Horizon Huntress's favor in the signs of nature: wind and water, omen bones, small gifts of god-magic, and Ila's companionship. Though Chiquq is not estranged from her family per se, visits home always seem to result in arguments with her father after the first few days, and Chiquq never stays too long before setting out again on her solitary path.
(But a nice girl really):
Chiquq is a friendly, optimistic woman with an earthy sense of humor and a fondness for strong drink. Her pleasures are simple: the thrill of the hunt, swapping outrageous stories around campfires at night, carving scrimshaw mementos of her travels, and showing soft south-landers the stark beauty of the northern lands. She follows a work-hard play-hard philosophy, and is blunt and honest in terms of her personality, having little patience for the dissembling and 'courtesies' of the civilized world.
In looks: Chiquq is not very tall, about 5'4", and she has the natural tendency towards plumpness that results from a long genetic history of fat-storage-for-survival. However, Chiquq has muscle under her curves; she is fully capable of skinning a caribou, chopping firewood, and the dozens of other physically-demanding tasks required to live life alone in the harsh north. She has a round, moon-like face and the ruddy-brown complexion common to true Kellids, as well as black hair and black eyes.
Goals and NPCs:
Goals To hunt and kill a significant beast (or threat to her people) and take the trophy-or-proof home; GOAL 2 NPCs(Friend) An Ulfen named Erik Blackspear - A brave Ulfen warrior whose village Chiquq has passed through more than once, and with whom she's been, shall we say friendly, more than once as well. Theirs is both an amicable business relationship-- she brings travelers through his village, leading to trade and profit for them both, and he provides hospitality and a safe waypoint north-- and a personal friendship, founded on mutual respect and liking and the fact that it's nice to share bedfurs on a cold night.
(Neutral) Sezra - a jadwiga witch who, despite her loyalty to the Irrisen throne, is of a relatively open mind.... enough so that she is willing to trade, for both material goods and for rumors of what goes on in the southlands. Chiquq has a wary, respectful relationship with her-- she fears the witches of Irrisen as a rule, but Sezra has always dealt honorably with her thus far.
(Enemy) - Sir Darron Hillsfar - a minor noble of Taldor. His son was traveling to the northlands on a hunting expedition, as the great beasts of the north are quite the rage right now in Taldor social circles. Chiquq was contracted as a guide for the expedition. However, things did not go smoothly; Darron Jr. repeatedly ignored Chiquq's advice on the expedition, saying that he knew how to hunt far better than a mere savage woman... ultimately, his arrogance cost him his life, gored by one of the mammoths he sought to hunt. Chiquq has written this off as nature doing what it will, and hasn't lost any sleep over it, but Darron Sr. blames her for the death of his son and has sworn vengeance before she can leave for the north again...
Female human (Kellid) hunter (divine hunter) 3
NG Medium humanoid (human)
Init +4; Senses Perception +8
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (3d8+6)
Fort +4 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +7, Will +3; +4 trait bonus to resist cold conditions, +1 trait bonus vs. cold effects
Speed 40 ft. (30 ft. in armor)
Melee dagger +4 (1d4+2/19-20)
Ranged composite longbow +7 (1d8+1/×3) or
. . sling +6 (1d4+2)
Space 5 ft.; Reach 5 ft.
Hunter (Divine Hunter) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, expeditious retreat[D], faerie fire, gravity bow, resist energy, summon nature's ally I
. . 0 (at will)—create water, detect magic, detect poison, light, purify food and drink (DC 12), stabilize
. . Domain Travel
Str 14, Dex 19, Con 13, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Opening Volley[UC], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits restless wayfarer, tundra child (tundra or cold regions)
Skills Climb +4, Craft (Scrimshaw) +3, Handle Animal +5, Heal +6, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (religion) +4, Perception +8, Ride +5, Stealth +5, Survival +8, Swim +4
Languages Common, Hallit, Skald
SQ agile feet (5/day), animal companion (celestial mastodon named Ila), animal focus (3 minutes/day), domain (travel), nature training, track +1, wild empathy +3
Combat Gear scroll of endure elements (x3), oil; Other Gear mwk chain shirt, arrows (56), blunt arrows (20), composite longbow (+1 Str), dagger, sling, sling bullets (5), artisan tools, belt pouch, cold weather outfit, fishhook, flint and steel, furs, hammer, iron spike, masterwork backpack, mess kit, string or twine, torch, trail rations (2), winter blanket, vellum square with an "m" on it (malassene), 14 gp, 6 sp, 6 cp
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Animal Companion (animal companion (celestial mastodon named Ila-- deceased)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Hunter (Divine Hunter) 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.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.