![]()
About Kára HjortrdóttirCharacter Stats:
Kára Hjortrdóttir Female human cleric of Erastil 1 NG Medium humanoid (human) Init +3; Senses Perception +3 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +3, Ref +3, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee longspear +1 (1d8+1/×3) or . . dagger +3 (1d4+1/19-20) Ranged longbow +3 (1d8/x3) Special Attacks channel positive energy 5/day (DC 12, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +4) . . At will—speak with animals (4 rounds/day) . . 6/day—calming touch (1d6+1) Cleric Spells Prepared (CL 1st; concentration +4) . . 1st—bless[D], deadeye's lore, divine favor . . 0 (at will)—light, purify food and drink, stabilize . . D Domain spell; Domains Animal, Community -------------------- Statistics -------------------- Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 14 Base Atk +0; CMB +1; CMD 14 Feats Endurance, Precise Shot Traits deadeye bowman, poverty-stricken, sandpoint faithful Skills Handle Animal +6, Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (religion) +4, Survival +8 Languages Common, Skald Other Gear studded leather, arrows (40), longbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Erastil)[UE], mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 0 gp, 1 sp, 9 cp -------------------- Special Abilities -------------------- Calming Touch (1d6+1 nonlethal damage, 6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch. Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Animal) Cleric Domain (Community) Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Backstory:
Kára Hjortrdóttir never knew her birth parents. Found by two married Erastilian priests in the wreckage of a destroyed trading caravan, Kára was taken in by the married pair and brought to their home of Stagheim once it became clear that she was the sole survivor. This small farming community of little over a hundred souls would be Kára’s home for much of her life, with her rescuers and the entire community becoming her new family. While her new home stood out amongst the lawless and brutal communities that irked out in living in the Linnorm Kingdom of Southmoor by being relatively peaceful given its steadfast dedication to Old Deadeye, that did not change the fact that it was still populated by hardy Ulfens. Idleness did not come naturally to them, and Kára would be raised in a community where learning how to hunt and fight was just as ingrained and essential as learning how to plant a proper crop. As it turned out, Kára excelled at the former disciplines, showing a natural talent and temperament as a hunter and warrior that made her adoptive fathers proud. Her greatest skill however would turn out to be her connection to Grandfather Deadeye. Like any child, Kára looked up to her fathers and sought to emulate them as a cleric. Though at first unsure of their adoptive daughter’s suitability to the role given her wild-temperament, her sheer determination to follow in their footsteps and doggedness eventually won them over. Kára would be a cleric of Erastil. It would turn out to be a long and arduous education. Her adolescence was spent learning the practical wisdom of the Stag God in regard to survival and hunting from her fierce father Othgar as well as the spiritual component of quiet contemplation and harmony with the natural world from her more serene father Torvund. The latter practice would turn out to be more of a challenge for her. Kára loved the natural world, even taking a few less than safe sojourns into the nearby Grungir Forest to test her mettle as a hunter and explorer of the truly wild places, but rushing through the undergrowth for prey and adventure was much different than quietly communing with the forest or reciting the same litany over and over again. Matters were not made easier by the growing uneasiness she had with other aspects of the faith. While well-meaning, her fathers and much of the rest of Stagheim were dogged in their adherence to old Erastilian traditions to the point of stubborness, at least in Kára eyes. Almost all her attempts at innovations or even questioning of the Old Ways were scrutinized as either needless or outright disrespectful to the Stag God. As Kára grew older and bolder her inquisitive spirit became viewed by many in the village as a flaw in her character, a stubborn pride and willfulness that was unbecoming of a member of their community let alone a cleric of Erastil. These concerns would only grow when she started sharing her thoughts with the other youth of the village, encouraging their own curiosity about the world and whether the Old Ways were the only ways. Things would come to a head when an especially impressionable youth inspired by Kára’s sermons attempted to run away from the village to become an adventurer in King Opir Eightfingers’s court in Jol only to be attacked by wolves along his journey who nearly took his life. Horrified by what she had inadvertently inspired and filled with guilt, Kára asked that the village council render their judgment. In the end, she was not exiled as she had feared she might. At least not officially. Instead, her fathers bid her to fulfill a quest for her people. She was to head south into the lands of Varisia and return with the seeds of that varied land so the village could diversify its crops. Kára would accept the mission, seeing it as not only her chance to redeem herself but also to see more of the world . This is how she would eventually come to Sandpoint. 20 Questions:
What is your character's name?
Appearance and Personality:
Kára would likely be considered a beauty if not for her utter disinterest in flaunting her appearance. As is, she has the look of a wild forester with her tall, wiry figure and lightly tanned sun-kissed skin. Her eyes are a vivid green and her hair is a long mane of red curls that fall past her waist to the small of her back. Given her rustic upbringing, she is used to wearing practical clothing suitable for the outdoors: usually tunics and cloaks made out of durable leather and hide materials, with the colors green and brown being prominent. Regardless of what she wears, a silver pendant of the holy symbol of her god Erastil can almost always be found hanging around her neck. It is perhaps her most prized possession. On the surface, Kára seems like a typical gruff Ulfen and Erastilian who has little to say but the truth is that she’s a very sociable person who just needs some time to get to know people. Beyond that initial veneer is a very curious young woman who loves learning more about the world and the different people who inhabit it regardless of just how disparate their lifestyles and ways are to hers. Of course, she has her limits. She has no tolerance for evil and the cold Ulfen huntress will quickly return if she eyes evil in whatever form it takes. This is especially true if one manages to offend her Erastilian faith. While she's not a staunch traditionalist as many worshippers of the Old Deadeye, she still reveres and respects nature and will make her opinions and ire known to those who flippantly despoil it. |