Amiri

Corlia Lyimro's page

79 posts. Alias of Ariarh Kane.


Full Name

Corlia "Lia" Alissandre Lyimro

Race

Half Elf

Classes/Levels

Beastmaster 4/Priestess 1

Gender

F

Size

M

Age

21

Special Abilities

Speak with Animals, Wild Empathy, Calm Animals, Low Light Vision, Woodland Stride, Keen Senses, Adaptability, Elven Immunities, Fast Movement, Channel Energy, Aura, Lore, Animal Agility, Uncanny Dodge, Trap Sense

Alignment

NG

Deity

Erastil

Languages

Common, Elven, Sylvan, Dwarven, Halfling, Celestial

Strength 11
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 12
Charisma 14

About Corlia Lyimro

What "Lia" Looks Like

Physical Description:
Tall - 6 ft. Weighs 130 pounds. Skin is the colour of light honey, perpetually touched by sunlight. Hair is shoulder length, wavy and golden brown and eyes slightly larger due to her Wild Elf tribal bloodline, are a pale green. When the light outside is low, they take on a mildly luminescent quality. Some would remark on their beauty and some would turn their eyes away. Although her ears are prominent, they are not sharply pointed like other Elves but rounded at the edges, again due to the Wild Elves heritage. Other than that she appears human in her other features and is considered pretty in looks.

Stats:

PC Name: Corlia (“Lia”) Alissandre Lyimro
Race : Half Elf
Class : Beastmaster 4 / Priestess 1
Level : 5 EXP : ___
Sex : F Age : 21
Height : 6” Weight : 130 lbs
Skin : Light Honey Hair: Golden Brown
Eyes : Light Green Size : M
Alignment: NG
Stats
Str. : 11 (+0) Int. : 12 (+1)
Dex. : 19 (+4) Wis. : 12 (+1)
Con. : 14 (+2) Cha. : 14 (+2)

Light : 38 lbs or less Medium : 39-76 lbs
Heavy : 75-115 lbs Speed : 40 ft

Saving Throws
Save Base Ability Misc. Total
Fort. 6 2 0 8
Refl. 4 4 0 8
Will. 3 1 2+2 8 +2 vs. enchantment
Combat Bonuses
Type Base Ability Misc. Total
Melee 4 0 o 4
Ranged 4 4 0 8
CMB 4 0 0 4
CMD 14 0+4 0 18
Init. 0 4 2 6
Defense Bonuses
Armor Type : Leather
AC Bonus : +2
Dexterity Mod : +4
Flat Footed : 16
AC : 16
HP : 46/46
Weapons/Damage
Weapon Attack Dam Crit.
+1 Long Bow,
Composite +9 1d8+1 20x3
+2 Scimitar, Keen +9 (DEX) 1d6+5 15-20x2
Dagger +8 (DEX) 1d4 19-20x2
Special:
Wooden Fist +8 (DEX) 1d3+1 4 times/day
Feats
Dervish Dance, Skill Focus – Survival (bonus), Weapon Finesse, Endurance (bonus), Boon Companion
Weapons/Armor Proficiencies
Beastmasters are proficient with all simple and martial weapons, light and medium armor, but not with shields. Priests are proficient with all simple weapons and light armor.

Skills
Skill Name Total Rank Ability Mis
Acrobatics 10 1 4 3+2
Appraise
Bluff
Craft
Climb 7 1 1 3+2
Craft
Diplomacy 6 1 2 3
Disable Device
Disguise
Escape Artist 10 1 4 3+2
Fly
Handle Animal 8 3 2 3
Heal 6 2 1 3
Intimidate 8 1 2 3+2
Jump
Know. Arcana 4 0 1 3
Know. Dungeon 4 0 1 3
Know. Engineer 4 0 1 3
Know. Geo. 6 1 1 3+1
Know. History 4 0 1 3
Know. Local 4 0 1 3
Know. Nature 8 3 1 3+1
Know. Nobility 4 0 1 3
Know. Planes 4 0 1 3
Know. Religion 6 2 1 3
Linguistics 6 2 1 3
Perception 10 2 1 3+2+2
Perform (Dance) 4 2 2 0
Prof.:
Ride 8 1 4 3
Sense Motive 6 2 1 3
Sleight of Hand
Spellcraft 5 1 1 3
Stealth 10 1 4 3+2
Survival 15 6 1 3+3+2
Swim 7 1 1 3+2
Use Magic Dev.

# This Skill is modified with Gear (see below)
* Armor Check Penalty Applies: __0__
Languages
Lang. Lit. Lang. Lit.
Common X Elven X
Sylvan X Dwarven X
Halfling X Celestial X
Language of Animals X
Racial/ Class Abilities
Low-Light vision, Keen Senses +2 Perception, Elven immunities +2 saving throw vs. enchantment spells & effects, Adaptability, Fast Movement +10 ft, Channel energy 1d8 heal, 5 times/day, Calming Touch 1d6+1 heal, 4 times/day, Uncanny Dodge, Woodland Stride

Gear:

Gear
Starts off with an outfit 10gp or less (Explorer’s Outfit valued at 10gp, 8lbs.)

Name
Weight Cost
On Person

Leather Armor 15 lbs 10gp
Holy Symbol (Wooden) - 1 gp
Masterwork Backpack 4 lbs 50gp
Furs- Skinned herself - -
+2 Scimitar, Keen 4 lbs 8015 gp
+1 Darkwood, Masterwork
Long bow, Composite 1.5 lbs 2130 gp
Arrows, Common (20) 3 lbs 1 gp
Dagger 1 lbs 2 gp

Sub-total Weight 36.5 lbs

In Backpack

Clothing, Cold Weather 5 lbs 1 gp
Food – Meals, Good (5 days) - 25 sp
Soap 3 lbs 1 cp
Oil - Alchemist’s Fire, 2 flasks2 lbs 40 sp
Healer’s Kit 1 lbs 50 gp

Sub-total Weight 11 lbs

On Horse

Horse, Heavy (Riding) 1000lbs 200 gp
Saddle, Riding 25lbs 10 gp
Animal Gear, Bit & Bridle 1 lbs 2 gp
Saddlebags 8 lbs 4 gp
Blanket, Winter 3 lbs 5 sp
Bedroll 5 lbs 1 sp
Shovel 3 lbs 2 cp
Rope, Silk (50 ft) 5 lbs 10 gp
Cooking Kit 2 lbs 1 gp
Waterskin 4 lbs 1 gp

Sub-total Weight 56 lbs

Total Weight & Cost 103.5 lbs 10,488 gp, 31sp, 3 cp out of 10,500gp Remaining Funds: approx. 12 gp

Feats:

Feat Descriptions

Endurance (Bonus Feat for Beastmaster)
Harsh conditions or long exertions do not easily tire you.
Benefit: 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.

Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Boon Companion
Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class ability.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level*. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

Dervish Dance
You have learned to turn your speed into power, even with a heavier blade.
Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Skill Focus (Bonus Feat for Half Elf)
Choose a skill. You are particularly adept at that skill. - SURVIVAL
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Traits:

Traits

Equality for All (Andoran) (Regional trait)
Even when facing foes much larger than yourself, you still embody the Andoran ethos of liberty.
Benefit: You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.

Elven Reflexes (Half-Elf)
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit You gain a +2 trait bonus on Initiative checks.

Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you. (Choice: Knowledge, Geography as Class Skill)

Priestess: Spells & Channel Energy:

Spells
A priest casts divine spells, which are drawn from the cleric spell list.
To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A priest also gets two domain spells of each spell level she can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of her three domains. Priests meditate or pray for their spells. Each priest must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the priest spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Magic - Priest
Level 0 – 3 Zero Level Spells +1 (for WIS modifier)
Create Water, Light, Spark, Detect Magic
Level 1 – 1 1st Level Spell +1 (for WIS modifier) + 2 Domain Spells
CLW, Summon Monster I, Comprehend Languages, Bless

Channel Energy (Su)
Regardless of alignment, any priest can release a wave of energy by channeling the power of her faith through her holy symbol.
A good priest (or one that worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the priest. The amount of damage dealt or healed is equal to 1d8 points of damage plus 1d8 points of damage for every two priest levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the priest’s level + the priest’s Charisma modifier. A priest may Channel energy a number of times per day equal to 3 + her charisma modifier. This is a standard action that does not provoke an attack of opportunity. A priest can choose whether or not to include himself in this effect. A priest must be able to present his holy symbol to use this ability.
Channel Energy: 1d8 Healing, 30-foot burst – 5 times a day.

Spontaneous Casting
A priest can channel stored spell energy into domain spells that the priest did not prepare ahead of time. The priest can “lose” any prepared spell that is not a domain spell in order to cast any domain spell of the same spell level or lower. The priest may only choose one of her domains for this purpose. The domain is chosen when the first priest level is taken and cannot be changed later. (Domain: Community)
If cure or inflict spells are not part of the priest’s domain, she may choose to spontaneously cast cure or inflict spells instead of domain spells (as if she were a cleric). A priest that channels positive energy may spontaneously cast cure spells.

Domains:

Domains
Most priests worship deities associated with knowledge and learning. A priest’s deity influences her alignment, what magic she can perform, her values, and how others see her. A priest chooses two domains from among those belonging to her deity. In addition to any domains selected from her deity’s list, a priest automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). She gains the Knowledge domain granted power and may select her bonus domain spells from the Knowledge domain or from one of his two regular domains.
With access to three domain spells at a given spell level, a priest prepares two of the three each day in her domain spell slots for each spell level that she can access. If a domain spell is not on the priest spell list, a priest can prepare it only in her domain spell slot.

KNOWLEDGE Domain:
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

COMMUNITY Domain:
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of non-lethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (1d6+1 Heal, 4 times a day)

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

PLANT Domain:
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive. (3+1=4 rounds per day.)

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Animal Companion:

ANIMAL COMPANION
This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.

WOLF, MALE NAMED REVION CR 1
XP
N Medium animal
Init +3; Senses low-light vision, scent; trip
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +2 natural)
hp 41 (5d8+3)
Fort +4, Ref +4, Will +1
OFFENSE
Speed 50 ft.
Melee bite +5 (1d8+3 plus trip)
STATISTICS
Str 14 (+2) Dex 16 (+3), Con 16 (+3), Int 2, Wis 12 (+1), Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Improved Natural Attack, Improved Natural Armor, Power Attack
Skills Perception +5, Stealth +7 Survival +4 (+8 scent tracking)
Racial Modifiers +4 Survival when tracking by scent
Languages (understood and not spoken) Common & Elven
Tricks Known (6 plus 2 bonus tricks all taught by Corlia) Attack, Defend, Down, Fetch, Guard, Seek, Stay and Track
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch (DC 15) The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard (DC 20) The animal stays in place and prevents others from approaching.
Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15) The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Special Abilities: Link, Share Spells, Evasion, Ability Score Increase
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal).
Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex)
The animal companion adds +1 to any one of its ability scores (in this case, +1 CONSTITUTION).

ECOLOGY
Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Treasure none
Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.

Horse:

Horse, Heavy
This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.

Name: Isil
(Dappled grey in colour)
HORSE, HEAVY CR 2
XP 600
Female Horse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 11, touch 13, flat-footed 13 (+4 Dex, –1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile
Other gear: Riding saddle, Bit & Bridle, Harness, Saddlebags
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.

Questionnaire:

1. Background for Character
o Where was your character born? Bellis, part of the Verduran Forest, controlled by the nation of Andoran.
o Who raised her? Her mother, Ciara Lyimro, and her mother’s kinfolk, until the age of 9. Then the She Wolf, Meerah, and her youngest pups Stesha (female) and Revion (male) until the age of 18.
o What was happening in the region when your character was growing up? Prosperity due to timber and agricultural trade.
o Does your character have any relatives? No human relatives – all killed. She has her wolf family and also her unknown Elven family (on her father’s side).

2. Motivation
o What are your character’s immediate goals? What would she like to do in the coming year? Find an honest community of folk and begin setting up some roots with a safe place for her pack to reside and roam free, without threat of capture or death.
o What are her long-term goals? Discover her full potential and use her skill to preserve and put order to the land and creatures. That is, restore order to the natural world.
o What type of person would be her ideal mate? Outdoors type, manly/rugged, quick thinking, loyal, brave, kind, good with animals.
o Who is her patron deity? Is she a devout worshiper? Erastil. She is a believer and puts her faith in Nature and so holds Erastil reverent.
o Is she a devout member of any nonreligious cause? Of her wolf pack
o Is there any race, creed, alignment, religion or the like against which she is strongly prejudiced? Evil. Any persecutor of wolves, animals in general.
o What is her greatest fear? Enslavement and loss of her pack.
o What is the one task she absolutely refuses to do? Kill innocent creatures.

3. Idiosyncrasies
o What is your character’s motto or favorite saying? “When it comes time to die, be not like those whose hearts are filled with the fear of death, so when their time comes they weep and pray for a little more time to live their lives over again in a different way. Sing your death song, and die like a hero going home.”
o What is her favorite color? Green.
o Describe what she would wear if money were no object? She was never raised in circles where dress was paramount for social standing etc. She has no interest in clothing but for warmth and modesty sake when around people.
o What is her favorite food? Drink? Food: Stew made with elk meat and vegetables. Drink: Water.
o What is her favorite animal? Wolf.
o What habits of her friends annoy her most? She only has animal friends – when the wolves nip her while she naps/sleeps, she does not like it much.

4. Traits: rank each trait from 1 to 10 (ten being highest)
o Courtesy 6
o Valor 10
o Self-sacrifice 8
o Generosity 8
o Sobriety 6
o Calm temper 5
o Optimism 6
o Curiosity 9
o Forgiveness 6
o Cheerfulness 5
o Patience 6
o Honesty 9
o Helpfulness 7
o Loyalty 10

5. Miscellaneous
o What well-known media figure from sports, movies or politics most closely resembles your character? Joy Adamson
o What would be her theme song? Neverending Road (Amhrán Duit) by Loreena McKennitt
o If her friends were to write her epitaph, what would it say? Her wild heart will live on past this life. May she always run free with her brothers and sisters.
o What would be her job in modern society? Veterinarian or a Naturalist, Conservationist and Explorer.

Backstory:

Corlia’s Background
I was born a bastard child, sired by a roaming Elven male from the tribal Wild Elves. My mother never spoke his name, whether because she never knew it or she held onto some misplaced loyalty to him. She died with her secret in the end and I had stopped caring to know.

After the one time encounter, my mother became pregnant with me, and her “condition” brought shame to her traditional family, all of whom were human. They did their familial duty and permitted my mother to remain in their household and take care of her illegitimate child. We lived with them until I was nine.

I grew up in Bellis, a remote settlement found in the stretch of the Verduran Forest, along the banks of the Sellan River, a parcel of land controlled by the nation of Andoran. We spoke Common at home and my mother determined I should speak Elven to honour my father’s heritage, hoping one day he would return and claim me – claim her – and we would be a true family. That day never came.

My mother was named Ciara and she was human. I was baptised Corlia Alissandre Lyimro and I am a half elf. I call myself Lia (pronounced LEE-ah). My mother’s past indiscretion was obvious in a family full of humans. My skin is the colour of light honey, perpetually touched by sunlight. My hair is to my shoulders, wavy and golden brown and my eyes slightly larger, thanks to my Wild Elf tribal bloodline, are a pale green. When the light outside is low, they take on a mildly luminescent quality. Some would remark on their beauty and some would turn their eyes away. Although my ears are prominent, they are not sharply pointed like other Elves but rounded at the edges, again due to the Wild Elves heritage. Other than that I appear human in my other features and can fit in well enough if I make the effort.

Grandparents Lyimro were in the lumber trade, like the majority of the humans of Bellis. We were agriculturally rich in our homeland, or so my grandfather, Tobias Lyimro, often remarked. He was a stern man, formidable in business. Competition was strong within the community and in the middle of a cold winter’s night, when I was nine years old, they came, the murderers and slit my mother’s and her parents’ throats, simply to take control of the Lyimro lumber business. I had not been home, not in my bedroom, when the killers came to the house. I had snuck out, following the white owl I had noticed on the branch outside my window. So, I had been spared and made an orphan in the same breath. I returned to find them all dead in their beds and after I cried, not for their deaths for I cared for none except for my broken-hearted mother, I washed my face, packed a small bag and ran away. I had no destination for I did not know the identity of my remaining parent – my father’s identity lost to me for good. So I wandered the forests surrounding Bellis, cold, frightened, hungry. The snows had not settled firmly yet which was fortunate so I did not freeze to death as soon as I set out. I came across a she-wolf with her two cubs and she snarled at me – teeth large and bared – and I could not move, frozen by my fear. She watched me and I watched her, one day and then two passed. I was starving and delirious, my feet numb from the cold ground I had stood upon for days. She was cautious around me those days, on the look out to see if I would become predator and kill her children. I was a child and possessed no such malevolence in my heart. I simply wanted to live. On the third day I could barely stand so I slumped to the ground and curled up, delirium corrupting my thoughts like large stinging wasps. I waited to die but death would not have me and the she-wolf accepted me, took me unto her pack and reared me as her own. I do not know why exactly. I learned the wolf way, hunted and moved through the forests as though I was a wolf and not some adopted half-breed. That was twelve years ago and one of the she-wolf’s sons, Revion, is my constant companion, brother, and together we have formed our own pack.

It was during my travels with the wolf pack that I learned their ways, earning the entire pack’s acceptance and respect as time passed. We occasionally crossed paths with isolated temples, where the goodly priests looked upon me with pity and would take me in; teach me bits of their lore and healer skills. I would stay a day or two, listen to them sing, preach, read to me from their holy scriptures and then I would disappear like a ghost and run with my pack. This is how I learned the melodious tongue of the Celestials, via the priests in the temples. I found I had a skill for picking up words from each village we passed or ship we encountered along great rivers. Revion and I would hunt, yet the goodly folk would often look upon me with great pity and give me food or provide shelter in their barns for the night. I did not like talking very much, not in any tongue, except in the language of animals. I could speak, could read and write, again all thanks to the priests I encountered through lands we ran.

So, it came that I found myself a minor priestess, dedicating myself to an elder god, Erastil, god of the hunt, trade, farming and family. It seemed a suitable fit. I wear a wooden holy symbol (antlered bow and arrow) around my neck on a leather cord. I did not sit around in temples awaiting offerings from frightened people or selling solace for gold. I roamed and beside me was my brother wolf, Revion. We made an unusual pairing yet we made sense beyond human understanding. I also had an uncommon way with animals – I possessed an affinity with the wild and its connection to the primordial. My personal kinship with my wolf pack honed my love of the natural world and so I dedicated myself to it. I developed survival skills, defense mechanisms; I did not possess many social graces yet I was personable enough when it counted. My connection to Revion is like the breath I draw in and out. My loyalty is to my pack and Erastil.

I prayed and then hunted with Revion. I looked for purpose beyond the daily grind. I asked Erastil for guidance and he did not forsake me.

So Revion and I set out for the River Kingdoms, looking for the answer.

Supernatural Ability:

Lia may use “war paint” to paint runes on an animal. If she so paints these runes, any animal that has the rune painted on it can enjoy the following bonus.

These bonuses are a “Supernatural Ability” – and stack with any other bonus. They last as long as the paint is on the animal – but she can only have one rune active of each type at a time.

Level 1

Rune of “Skill Focus” – she can apply a rune that gives a +3 to one skill that the beast is proficient in.

Level 3

Rune of “Saves” – she can apply a rune that grants a +1 Bonus to all Saving Throws.

Level 6

Rune of “Armor” – she can apply a rune that grants a +1 Bonus to AC.

Level 9

Rune of “Vitality” – bonus of +1 Hit Point per level.

Level 12

Rune of “Striking” – bonus of +1 to all attack rolls.

Level 15

Rune of “Damage” – bonus of +1 to damage.

Again – any beast may enjoy one of these bonuses a day – or all of these bonuses a day – but no more than one type of rune may be used at a time. They can be refreshed each day in the morning with her prayers.

Please note you can paint runes on more than one beast - but only one rune of each type a day. In other words - you could (theoretically) give Dior a Rune of Vitality - and Lia's wolf a Rune of Striking - if you were high enough level - but you couldn't give Dior a Rune of Vitality and your wolf a Rune of Vitality as well.