About "Golden Arrow"Lumivartalvae, "Golden Arrow"
Ranged
Special Attacks Spell-Like Abilities Spells Known (CL 1):
Orisons(3/day) Guidance Light Stabilize Level 1 (2+1/day)
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Abilities:
Str 07 Dex 17 Con 10 Int 12 Wis 14 Cha 14 Feats:
Traits:
No traits in Lieu of having bonus feat Skills:
Acrobatics: +1 Appraise: +1 Bluff: +2 Climb: -2 (-4 armor check penalty) Diplomacy: +6 Disguise: +2 Escape Artist: +1 Fly: +1 Handle Animal: +3 Heal: +2 Intimidate: +2 Knowledge(Religion): +5 Perception: +5 Performance(Oratory): +6 Ride: +1 Sense Motive: +2 Stealth: +1 Survival: +2 Swim: -2 (-4 armor check penalty) Languages:
Elven Common Giant Equipment:
Combat Gear Longbow: 75 gp, 3 lbs Arrows (20): 1 gp, 3 lbs Longsword: 15 gp, 4 lbs Chain Shirt: 100 gp, 25 lbs Other Gear Cleric's Kit 16 gp, 32 lbs Cart 15 gp Mule x2 16 gp Coin 1 gp --------------------
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Aura:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Sermonic Performance:
Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points. Countersong:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Fascinate:
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage:
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Single-Minded:
Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain Medium Armor Proficiency or Shield Proficiency. Public Speaker:
Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0). Sun Domain:
Deity:Skode
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. ---------------------------
Appearance::
Golden Arrow stands at about 5'11" tall, bearing a slim physique. Her pale skin is a unique grey-blue shade, and it is striated with darker blue tattoos which frame her face, but also seemingly cover nearly every limb. Golden Arrow's hair is a paler blonde color, though it is streaked with much more vibrant golden locks intermingled within her braids. Icy blue eyes peer out from underneath her sharply shaped eyebrows. Golden Arrow's attire is rustic, all of it looking well worn and greatly maintained, perhaps extending their life well past their typical usage. Warm winter-friendly clothes make her base layer, over which she wears an oiled shirt of chain. Belted at the waist she also carries a longsword, a quiver and a longbow slung in a special holder. Over the top of it all, Golden Arrow wears the impressive hide of a polar bear, with it's head acting as the hood. On the bronzed clasps of the polar bear cloak are engraved holy symbols to her Goddess, Skode. These symbols take the form of a rising sun over a brisk arctic ocean. Personality::
Lumivartalvae(meaning "The snow is falling" in Ilverani), or Golden Arrow as she tends to go by, is a woman of strong convictions. Sure in all that she does, even when she inwardly isn't one-hundred percent sure, she acts with direct action, not waiting to hesitate. One could call this bravery, others could call it arrogance. She also expects others to live up to this standard and seems to enjoy raising weaker willed people's spirits to match her own, often with a reassuring word or a recounted tale of heroism from the past. Still, despite her outgoing persona, culturally she still is very secretive about a few things. Golden Arrow for example doesn't share her true name, following the cultural superstition that giving that name to a stranger will be bad luck. Background::
Lumivartalvae was born in the ruins of a once great Elven keep, far in north in the Crown of the World. The Ilverani were a disparate kind of Elf that didn't flee through the Elfgates or underground when Earthfall came, instead deigning to survive in shelters in the far north. This particular shelter, the castle of Howling Winds, or it's now ancient ruined remains is home to her and her tribe. The harsh conditions of the north were brutal, but her people had been surviving in them for a great while, and many of the mysteries of survival were solved problems. Whale and seal blubber was made into oil to heat and light their homes, while musk deer and ice fishing were used to feed them. All the while, their people still pursued the finer points to life that their former high elven ancestors used to enjoy; such as arts and architectural design.
Lumivartalvae was unique in the fact that instead of being brought up in the typical faith of Findeladlara like most of her kin, instead, her parents and their immediate family worshiped the Storm Giant pantheon, chief amongst them being Skode, the Horizon Huntress. Their clan acted as hunters and trackers, finding the calling of hunting beasts to be a holy calling. On top that, their clan also protected the family from the darker beings who stalked the Crown of the World. At the age of adulthood, 100 years old, Lumivartalvae yearned to travel the world and to collect trophies of her hunts, all for the honor of Skode. Before leaving, she did one last hunt in the Crown of the World... and that hunt happened to be against a beastly polar bear. Over a course of several days, the two of them were well aware of each other, facing off, losing one another, all culminating in a battle where both were wounded. However, only the bear fell to their wounds. Arriving back to her tribe wearing it's fur as a cloak, Lumivartalvae was finally given permission to travel south on her quest. Over the course of 20 years, her roving took her through Mendev along the lake of Mists and Veils, then along the wild plains of Numeria. Next it was a voyage down the various rivers of the River Kingdoms, and then finally to the coast of the Innersea arriving to the city of Cassomir in Taldor. Lumivartalvae had accrued a fair number of furs and natural trade goods to peddle, and used the time time in this city to refit and begin to rove again. This roving would now send her east, past the capital city of Oppara and stopping through the small village of Heldren as a stopping point, ultimately wanting to next hunt the beasts native to Kelesh. --------------------- Trophies for the glory of Skode Trophy from Mendev:
While traveling through Mendev, Golden Arrow encountered and befriended a Taiga Giant by the name of Vevir. As a follower of a Giant deity herself, she found kinship with this giant and was allowed refuge in their lodge. Together the two of them roved the Estrovian Forest, hunting and foraging for a time. Of note, while in the forest the pair of them were faced with a solitary Owlbear. At its feet was the body of a freshly mangled corpse of an unlucky traveler. With Vevir's aid the two of them felled the beast. Golden Arrow now wears a necklace of Owlbear talons about her neck. Trophy from Numeria:
Next came the vast empty plains of Numeria. Here she traveled alone for a great while, avoiding tribes of Barbarians, and doing her best to avoid the strangely sickening aura of the very stones of this place. Still, a great hunt was to be had here too. Herds of Bison moved across the plains in great numbers, and Golden Arrow sought to take one for her own. Bison hides were tough, and getting one solitary would be a challenge in of it self. Instead, Golden Arrow thought of a better idea. Watching this particular herd, she noticed that their roving took them past a cliff, and the ravine past the cliff would kill most anything that fell.
Golden Arrow rode to a small encampment of a local tribe, and asked to parlay with them, offering them a great opportunity for glory. This didn't start off well, and she found herself imprisoned at first. Her captivity wasn't for long, as she explained who she was, where she had come from, and what her plan was. Golden Arrow leveraged her own tribal background, and shared her Goddess' holy mandate. "I offer you not one Bison, but the entire herd!" she claimed. Describing her plan in detail to her captors, the tribe apprehensively let her out and allowed her to direct them to fulfill it. A contingency was sat in wait at the bottom of the ravine with bow and spear to dispatch the wounded Bison, while those topside would be mounted on horseback to drive them towards the cliff. When the time came, the plan went swimmingly, and a waterfall of bovines careened off the cliffs to their certain demise. The tribe was beyond grateful and offered Golden Arrow anything they could give her in return for the massive bounty. Instead, she took only a single bison, it's meat, and horns. She still sleeps on the Bison fur bedroll every night, rather proud of her ingenuity. Trophy from the River Kingdoms:
By far the most leisurely stretch in her whole journey, Golden Arrow was practically on vacation while in the River Kingdoms. Making a burnt-out canoe, she voyaged down the rivers of this land and fished at her pleasure. Pike, Sturgeon, Bluegill. All freshly caught, cooked, and eaten on the spot. Though, one fish of note was the Alligator Gar that nearly pulled Golden Arrow from her canoe while she was fishing. Still, the Ilverani won that battle and cooked him all the same. She did however keep that alligator gar's skin and turned it into a olive-green belt of fish scales Trophy from Taldor:
Traveling south down the river Sellen from the River Kingdoms, Golden Arrow passed through Blackwood Swamp just outside of the city of Cassomir, in Taldor. Various tribes of Lizardfolk called that bog home, and Golden Arrow entered Tskikha enclave territory. This enclave of Lizardfolk had already made contact with the nearby Pathfinder Lodge, and as such was not so unfamiliar with strange outsiders approaching their village. They welcomed her in, fed her, let her stay with one of the families... but in return she would help with a problem. The Tskikha were being harassed by a nearby clutch of Chuul, which were man-sized lobster-like aberrations that had a penchant for sentient humanoid brains.
Golden Arrow joined in their hunting party and with the Lizardfolk's help they had felled three of the Chuul, only losing one warrior of their own. They then went on to destroy the remaining eggs, ridding the Tskikha of any future Chuul spawn from harassing their village. Golden Arrow took the hard Chull chitin and used it to make a chitin cladding for her longsword's scabbard. ----- The mules names are Einari (meaning "one alone" in Ilverani) and Eero (meaning "eternal ruler" in Ilvernai) |