About Edamm Osvett
Hunter Spells Known (CL 2, concentration +4)
Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Outflank, Skill Focus (perception), Weapon Finesse
Skills Acrobatics +1 (+3 without pack), Climb +2 (+5 without pack), Disable Device +8 (+11 without pack), Handle Animal +5 (+9 with companion), Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (geography) +3, Knowledge (local) +7, Knowledge (nature) +7, Linguistics +7, Perception +10 (+11 to find traps), Profession (farmer) +6, Ride +0 (+3 without pack), Sense Motive +3, Stealth +5 (+8 without pack), Survival +8 (+9 to follow tracks), Swim +2 (+5 without pack)
Languages Taldane, Hallit, Orc, Shoanti, Sylvan, Varisian
SQ animal companion (Ponok, the black leopard), animal focus (1 minute/day), precise companion, track (+1 bonus), trapfinding (+1 bonus)
Traits and Drawbacks Family Ties, Self-doubting, Superstitious, Weather Emissary
Other Gear leather armor, shortsword, 3 cold iron daggers, silver dagger, tonfa, shortbow w/ 20 cold iron arrows, traveler’s outfit (worn), backpack, belt pouch, flint and steel, masterwork thieves’ tools, waterproof bag, 10 copper coins, 2 silver coins, 4 gold coins
bedroll, grappling arrow, hammock, mess kit, common pot, 50 ft. of silk rope, 20 cold iron arrows
Encumbrance Medium (58.82 of 100); Light (without pack, 35.32)
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. (skill focus [perception])
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class Bonus (hunter): +1 hit point for animal companion
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spells: A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on the table above. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter begins play with any one of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purpose of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally effect immediately ends.
Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day. (1 minute per day)
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well. (outflank)
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Trapfinding (Ex): A patient ambusher adds half her hunter level (minimum +1) on Perception checks to locate traps and on Disable Device skill checks. A patient ambusher can use Disable Device to disarm magic traps. (+1 bonus)
Traits and Drawbacks:
Family Ties (campaign, Rise of the Runelord): While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Self-Doubting (drawback): Your ever-present fear of failure causes a downward spiral. The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.
Superstitious (race, Kellid): You have a healthy fear of sorcerers’ speech and wizards’ words that has helped you to survive their charms. You gain a +1 trait bonus on saving throws against arcane spells.
Weathered Emissary (social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Edamm is a slight but fit young kellid woman, he skin somewhat paler than what would be expected for someone who spends so much time out in the wild. Her long brown hair and calm dark brown eyes are typical of her heritage, though along with her height she tends to stand out among her adoptive Varisian family. She generally wears her hair loose and often finds leaves and other debris in the snarl that develops over time. Like her hair, her skin and clothes are often covered in dirt and dust from her travels through the wilderness.
Edamm tends to dress for work rather than comfort. She tends to wear as light of clothes as she can, often nothing more than sturdy under clothes, unless she if expecting trouble and has put on her sturdy leather armor for protection. Whether expecting trouble or not, Edamm generally arms herself for hunting. Her shortbow shows signs of great care, and she is really ever seen without it. Her shortsword seems to get a similar treatment, though the care is more practical.
The other constant element accompanying Edamm is her devoted black panther companion, Ponok. Edamm rescued the panther while trying to rescue her father and brother, now the panther is treated more like a brother than a pet. Ponok is a small example of a panther, still young but appearing to have finished growing before reaching the full size of his species. While this means he is less strong in combat, it suits Edamm, as the two can remain stealthy even better.
Considering how much time Edamm spends alone, just her and Ponok, some may be quick to assume she is quiet and shy. The truth, though, is that she is very comfortable speaking with people. She often will observe for some time before she speaks, but when she determines it is time to approach someone, she is open and friendly. This openness is what Kasoff saw when she first entered the caravan firelight.
Kasoff was right, she is open and friendly, even with the strangers she would often meet while scouting. Along with the openness though came a deep well of self-doubt. Edamm never shuck the loss of her father and brother, and now she often will second guess her judgement. When she acts on instinct she usually is fine, but given time to think things through she will often take longer to reach a decision due to this self-doubt. She knows she is capable, it’s just sometimes it is difficult to avoid./spoiler]
[spoiler=Questionaire and Timeline]Part 1: Personal Information
What is your Full Name, including any titles? Edamm Osvett
What are you known as among your friends? Patru Ochi or simply Patru
Do you have any Aliases, known or not? Lacrima Detarmvest
Where were you born? Shudderwood, Ustalav
What is your heritage? Kellid Human
What god/gods (if any) do you pray to? Desna and Sarenrae
Part 2: Facts
Write at least five things about your character’s concept and background, five things that you think are the most essential parts of your character.
List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Part 4: Timeline
4688 - Born on the farm in Ustalav.
4696 – Mother dies in child birth.
4702 – Father and brother are killed by ettercap, but she managed to rescue a young leopard who became bonded with her.
4702 to 4706 – Travelled the roads and trails with a Varisian caravan who adopted her when they found her and Ponok camped in the woods. Soon became a scout for the caravan, searching out dangers and opportunities alike.
4703 – While the caravan travelled through Lastwall and Nirmathas, spent three weeks on the borders of the Holds of Belkzen, keeping an eye on a local tribe of ogres. .
4705 - Travelled west into the Cinderlands of Varisia and exchanged trade with Shoanti tribes, eventually becoming trusted by them.
4705 – The tribe is attacked by local farmers in retaliation for one of their daughters being assaulted by one of the tribe. Edamm testifies in his exile of what she learned had happened.
4706 – While traveling across southern Varisia, encounters brother and sister twin pixies in the Sanos Forest, befriending them and learning much about fey from them.
4706 – A chance encounter with the Varisian seer, Zilly Fortuna, leads Edamm to join a Sczarni smuggling operation.
4706 to 4708 – Travelled with a Sczarni smuggling caravan from across southern Varisia and then up the lost coast.
4708 – While on route to Magnimar to make a delivery, a patrol of Hellknights slipped past Edamm and past judgement on the smugglers. Edamm fled north to Sandpoint to make contact with Jubrayl Vhiski.
4708 – Finds herself in Sandpoint at the start of the Swallowtail Festival.
Part 5: Backstory
Edamm was born at a small farm on the eastern edge of the Shudderwood in Ustalav. Her family worked the farm and lived in the small house there. It was cramped but it was home, it was where she lived alongside her father, Belar, older brother, Gredl, and younger sister, Lalill. Her mother had died in child birth with her younger sister.
She would often accompany her father and brother on hunting trips into the Shudderwood, especially for the large boar so commonly found there. The last hunt they took lead to her father being killed and her brother being taken by a savage ettercap. She attempted a rescue of her brother, but the poison eventually took him before they could escape the wood. She did manage to rescue one victim of the ettercap’s spider pets, a young black leopard who continues to follow her. She named him Ponok, Hallit for midnight.
After the death of her father and brother, she could not remain on the farm because of the guilt at not saving her family. She arranged for her sister to stay and be raised by another farming family, with the promise that her sister would take the farm when she grew of age. From there she began to wander the lands, heading south towards Lastwall but before she could leave Ustalav behind she became adopted by a new family, the Detarmvest Varisian tribe.
The tribe outriders found her and Ponok recovering at a roadside shrine to Desna, after an unfortunately encounter with some goblins in the area. The outriders at first ran them off, but when she walked into the camp three nights later, Kasoff Detarmvest, son of the tribe’s patriarch simply asked how she slipped past the sentries and welcomed her to the fires. The outriders has reported her presence at the shrine, but had nothing more to say and he figured if she could follow them unseen for days, she obviously deserved a cautious welcome.
Edamm soon earned the trust of the people of the road. Often she would only be seen at night, entering camp well after they stopped, she never sat alone and often took the opportunity to hear stories and music from the tribe. She and Ponok may scout better alone, but she felt secure with the tribe and rarely spent more than the day away from it. For four years she served as a scout for the tribe. If she found danger she circled back and alerted the outriders. If she found a settlement, she would see if they were welcoming and Kasoff and his father learned to trust her judgement.
During the travels she encounters many different peoples. While in Lastwall, she tracked a group of ogres back to Belkzen after they attacked the caravan and took some of the children as prisoners. She returned with the children, who told the tale of the daring escape she orchestrated with some outstanding embellishments she would always add.
In the Cinderlands, she was introduced to the Shoanti brothers and sister, and while they viewed her a little distantly at first, Kasoff was able to convince them to trust her. As the caravan stopped for some time there, she had the chance to scout and hunt alongside these stubborn people and learn more of their culture than most do. While they often put her to the test on these trips, and often made crude jokes about how she would make a better mother than hunter, upon return the warriors would tell the tales of her skill, especially at finding their prey.
When the caravan travel west between the Yondabakari River and the Sanos Forest, Edamm encountered twin brother and sister pixies in the woods. For a week she scouted alongside them, learning of the various fey that could be a danger to the people, or at least a hinderence. They stopped short of Wartle in the journey together but they assured her the warmest welcome should she return.
For those four years she was truly happy, she had found her peace finally. So, when she found herself leaving the tribe behind for a new family, she felt guilty and unsure again. The change came when Kasoff introduced her to the seer, Zilly Fortuna. Zilly saw the potential in her and coaxed her into joining a new caravan. A Sczarni smuggling group that had need of a great scout to keep them safe.
For the next two years she worked for the various smuggling groups bringing things into Magnimar, orchestrated by Mother Flytongue and her Washside Wringers gang. She rarely worked in the city itself, preferring to stay in the outskirts and she never felt as at home with this ever changing family, but they were appreciative of her none the less.
One night though, this all came to an end. She had wandered out further than usual, hearing reports of Hellknights patrolling the area. Such men make a lot of noise and she felt confident she would hear them before they heard her, but they were nowhere to be found. As she was returning to the group for the night she saw the smoke, and she broke into a run to see what had caused this. The Hellknights it seems had their own scouts, and they had found the camp. They judged everyone present and passed sentence swiftly. Edamm knew better than to seek revenge, she was along with Ponok and even together they were no match for this danger.
She headed north towards Sandpoint, knowing there was a contact there for her to find more of the family. Having arrived the day before a religious festival of sorts, she checked in at the Fatman’s Feedbag and asked for Jubrayl Vhiski.