Adowyn

Freya Velson's page

397 posts. Alias of Talomyr.


Full Name

Freya Velson

Race

| HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6

Classes/Levels

| Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 26 (Mage Armor, Barkskin,Magic Fang) | Muninn HP: 21/21 | Active conditions: None

Gender

Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0

Size

Medium

Age

20

Alignment

Neutral

Deity

The Green Faith

About Freya Velson

Freya Velson
Witch (Herb Witch) 3 / Druid (Wild Whisperer) 3 / Mystic Theurge 0
N Medium humanoid (Ulfen Human)
Init +1; Perception +15 (+17)

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Defense
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AC 11 (15), touch 11, flat-footed 10
HP 42 (3d6 + 3d8 + 6 Con Mod + 3 Favored Class)
Fort +6, Ref +4, Will +10

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Offense
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Speed 30 ft.
Melee +4 Staff (1d6 + 1; x2; Bludgeoning)
Melee +5 Masterwork Dagger (1d4 + 1; 19-20/x2; Piercing/Slashing)
Ranged +4 Light Crossbow (1d8; 19-20/x2; Piercing; 80 ft Range)
Ranged +5 Masterwork Dagger (1d4 + 1; 19-20/x2; Piercing/Slashing)

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Statistics
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Str 12, Dex 12, Con 12, Int 16, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 15
Languages: Taldane, Skald, Draconic, Sylvan, Dwarven, Druidic

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Feats
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Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex. Slumber Hex

Skill Focus (Perception): Choose a skill. You are particularly adept at that skill.

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.

Boon Companion (Fenrir): Your bond with your animal companion or familiar is unusually close.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Special: You can 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.

Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex. Evil Eye

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Traits
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Brigand (Campaign): You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.

Benefit: You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Witch

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Skills (18 + 18 INT + 6 Human + 0 Favored Class = 42 + 12 Background)
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Acrobatics +1
Appraise +3
Bluff +1
Climb +10 (1 Rank, +1 STR, +3 Class Skill, +5 Gloves)
Craft (Alchemy) +13 (3 Rank, +3 INT, +3 Class Skill, +4 Hex)
Craft (Untrained) +3
Diplomacy +1
Disguise +1
Escape Artist +1
Fly +1
Heal +10 + Free Use of Inspiration 1d6 (4 Rank, +3 WIS, +3 Class Skill)
Intimidate +5 (1 Rank, +1 CHA, +3 Class Skill)
Perception +15 (+17) (6 Rank, +3 WIS, +3 Class Skill, +3 Skill Focus, (+2 Familiar))
Perform (Untrained) +1
Ride +5 + Free Use of Inspiration 1d6 (1 Rank, +1 DEX, +3 Class Skill)
Sense Motive +5 (+7) + Free Use of Inspiration 1d6 (2 Rank, +3 WIS, (+2 Familiar))
Stealth +1
Survival +12 + Free Use of Inspiration 1d6 (4 Rank, +3 WIS, +3 Class Skill, + 2 Nature Sense)
Swim +10 (1 Rank, +1 STR, +3 Class Skill, +5 Gloves)
Handle Animal +10 (+14 w/ Fenrir) + Free Use of Inspiration 1d6 (6 Rank, +1 CHA, +3 Class Skill - Background)
Knowledge (Arcana) +10 (4 Rank, +3 INT, +3 Class Skill)
Knowledge (Geography) +8 + Free Use of Inspiration 1d6 (2 Rank, +3 INT, +3 Class Skill)
Knowledge (History) +7 (1 Rank, +3 INT, +3 Class Skill)
Knowledge (Nature) +12 + Free Use of Inspiration 1d6 (4 Rank, +3 INT, +3 Class Skill, + 2 Nature Sense)
Knowledge (Planes) +7 (1 Rank, + 3 INT, + 3 Class Skill)
Profession (Herbalist) +12 (6 Rank, +3 WIS, +3 Class Skill - Background)
Spellcraft +11 (5 Rank, +3 INT, +3 Class Skill)
Use Magic Device +5 (1 Rank, +1 CHA, +3 Class Skill)

Special: +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

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Gear
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Traveler's Outfit (Worn)
Staff (0 gp, 4 lbs)
Light Crossbow (35 gp, 4 lbs)
25/25 Bolts (2.5 gp, 2.5 lb)
Masterwork Dagger (2 gp, 1 lb)
Cloak of Resistance +1
Gloves of Climbing and Swimming
Witch's Kit (69 gp, 13 lbs)* Price and weight adjusted for
Masterwork Backpack and removal of torches
- Belt Pouch
- Spell Component Pouch
- Waterskin
-Masterwork Backpack
[Contents]
-- Candles (10)
-- Flint and Steel
-- Iron Pot
-- Mess Kit
-- Silk Rope (50 ft) (10 gp, 5 lbs)
-- Trail Rations (16)
-- Journal (10 gp)
-- Ink
-- Pen
-- Waterproof Bag (2) (1 gp, 1 lb)
-- Pearl of Power I (1000 gp, - lb)*
-- Wand of Mage Armor (8 charges)
-- Potion of Cure Moderate Wounds (300 gp)
-- Scroll of Glitterdust (150 gp)
-- Scroll of Obscuring Mist (25 gp)
-- Scroll of Mirror Image (150 gp)
-- Elemental Gem - Water (2,250 gp)
-- Wand of Entangle (20 charges)
-- Scroll of Scare (150 gp)
-- Potion of Cure Moderate Wounds (300 gp)

Light Riding Horse (75 gp)
-- Bit and Briddle (2 gp)
-- Ridding Saddle (10 gp)
-- Small Tent (10 gp)
-- Bedroll
-- Animal Feed (16)

Money: 5,671 gp  52 sp  47 cp

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Special Abilities
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Human:

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. This racial trait replaces the bonus feat trait.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Witch:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Spells:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

-- Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

-- Herb Lore (Ex): Herb witches are masters of herbalism, and can use their herbs to duplicate many of the effects of alchemy, as well as craft tinctures of their own. An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a bonus on Profession (herbalist) checks equal to half her class level.
In addition, herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier. As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn’t allow saving throws, the remedy is ineffective. An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn’t allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy. This replaces the witch’s hex gained at 1st level.

Hexes: An herb witch must select cauldron as her hex at 2nd level.

-- Cauldron: The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.

--Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Elements

Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. Raven - Muninn

Druid:

Weapon and Armor Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid 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.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Nature Bond: At 1st level, a druid forms a bond with nature. This bond is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, 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. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Inspiration (Ex): At 2nd level, a wild whisperer gains an inspiration pool as the investigator class ability. A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells. This ability replaces woodland stride, trackless step, and resist nature’s lure.

Mystic Theurge:

Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.

Combined Spells (Su): A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

Spell Synthesis (Su): At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic theurge may use this ability once per day.

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Witch Spells Known
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0 Level: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

1st Level: Burning Hands, Command, Cure Light Wounds, Mage Armor, Mudball, Snowball, Comprehend Languages, Grease, Unseen Servant, Ill Omen, Interrogation, Shocking Grasp, Summon Monster I, Enlarge Person

2nd Level: Molten Orb, Glitterdust, Summon Monster II, Detect Thoughts

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Witch Prepared Spells
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0 Level (DC 13): Detect Magic, Read Magic, Touch of Fatigue

1st Level (DC 14): Burning Hands, Snowball, Snowball

2nd Level (DC 15): Molten Orb, Glitterdust

* = Cast for the day

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Druid Prepared Spells
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0 Level (DC 13): Light, Guidance, Create Water, Resistance

1st Level (DC 14): Magic Fang*, Produce Flame, Entangle

2nd Level (DC 15): Barkskin*, Flaming Sphere
* = Cast for the day

Familiar - Raven (Muninn):

Raven: N (Tiny Magical Beast)
Init: +3 ; Senses: low light vision, scent; Perception: +5
AC: 16, touch 14, flat-footed 14 (+2 Dex, +2 Natural Armor, +2 Size)
HP: 21 (6 HD)
Fort: +3 Reflex: +5 Will: +8
Speed: 10 ft. Fly 40 ft. (Average)
Melee: Bite +4 (1d3-4)
Str: 2 Dex: 15 Con: 8 Int: 6 Wis: 15 Cha: 7
Base Atk: +0; CMB: +0 CMD: 6
Feats: Skill Focus (Perception), Weapon Finesse
Skills: Fly +6, Perception +3
Special Abilities: Speaks Skald as a supernatural ability, +3 bonus to Freya's Appraise skill, Grants Freya the Alertness feat, improved evasion, share spells, empathic link, deliver touch spells

Animal Companion - Wolf (Fenrir):

Fenrir
NG Medium animal
Init +2; Senses low-light vision, scent; Perception +6

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Defense
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AC 20, touch 14, flat-footed 16 (+3 Dex, +6 natural, +1 Dodge)
HP 54 (6d8 + 18 + 6 Toughness)
Fort +8, Ref +8, Will +3 (+7 vs. Enchantment)

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Offense
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Speed 50 ft.
Melee bite +7 (1d6 + 3 plus trip)

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Statistics
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Str 15, Dex 17, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Weapon Focus (Bite), Toughness, Dodge
Skills Acrobatics +4, Perception +6, Stealth +6, Survival +2 (+6 scent tracking);

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Tricks
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Track, Attack (2 Tricks), Defend, Fetch, Heel, Down, Guard, Flank, Hunt

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Special Qualities
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Racial Modifiers +4 Survival when tracking by scent

Link (Ex): A hunter 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 hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A hunter may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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.

Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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7th-Level Advancement
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Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

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Backstory
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Description:

You see a tall, sturdily built young woman. From her complexion, hair coloration and style (or perhaps lack there of), and style of dress it is obvious she is of Ulfen heritage. She wears simple, functional clothing of earth tones and a fur trimmed cloak.

Hair: Red
Eyes: Hazel
Height: 5'9"
Weight: 150 lbs.

Personality:

Freya can be proud and sometimes curt with those she does not know and is slow to trust, but this is more out of fear of being drawn to the wrong person, as she was with Tiberiu. Once someone manages to break through Freya's tough exterior though, she is a loyal friend.

Background:

Freya was born and raised in the foothills of the Golushkin Mountain in Issia. Her parents were simple folk, her mother was the daughter of a farmer, her father a retired guardsman of House Garess. After he had retired, Freya's father had taken over what had been her mother's family farm. Growing up she learned to tend to the meager crops that would grow in the rocky soil of the region as well as the livestock that was truly the family's livelihood. As she grew older, she would venture out into the few woodlands that lay south of the mountains and north of the Awzera River gathering spices and herbs to trade. When ever she could, she would spend time at the feet of Old Nan, a local medicine woman - some would say witch - learning which combinations of herbs and oils provided which effects. As time went on, Freya grew older and her attentions turned a to a young man, as the attentions of a young woman are want to do. Unfortunately for Freya and her family, this man was local good-for-naught named Tiberiu. As time went on, Freya inexplicably found her self drawn closer and closer to Tiberiu - and as a result found herself with a worse and worse reputation. Finally Tiberiu had gone too far and had to flee the village. Blinded by young "love", Freya would flee to the south with her lover.

The pair would make a "living" robbing travelers on the road, typically by intimidation and eventually by use of the hex Freya had developed by continuing Old Nan's teachings. Freya was never too keen on how the pair made their way in the world, but continued to do so out of love for Tiberiu, or at least until one day the Varisian scoundrel went too far. To Freya it had always been about the threat of physical force and never a desire to actually hurt someone. Tiberiu had other plans. An old merchant had managed to resist Freya's hex and would not be intimidated by the pair, calling Freya's and Tiberiu's bluff, only Tiberiu was not bluffing. Tiberiu beat the man in to unconsciousness, all while Freya pleaded for her lover to stop, but stop he wouldn't. The old man died that day and finally Tiberiu's spell over Freya did as well.

Knowing that he would never willing let her go, Freya snuck away in the dead of night, vowing to change her ways and try to make a mends for her past transgressions. News of the expedition into the Stolen Lands reached the young woman's ear and she knew that at last she had her chance to make amends.

Potential Advancement Plans:

7th Level: 1st Level Mystic Theurge