Viveka

Keerlorna "Lorn" of the Alijae's page

33 posts. Alias of Ariarh Kane.


Full Name

Keerlorna "Lorn" of the Alijae

Race

Elf (Wild Elf)

Classes/Levels

Hunter (Scarab Stalker) 1 [HP: 11/11 | AC: 17 T: 14 FF: 13 | F: +4/+10 R: +6 W: +3/+4+5; Init: +4, Perc: +9/+11]

Gender

F

Size

M (5'10", 135 lbs)

Age

116

Alignment

NG

Deity

Ketephys, Elven God of the Hunt

Languages

Common, Elven, Polyglot, Osiriani

Strength 12
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 16
Charisma 15

About Keerlorna "Lorn" of the Alijae

Physical Description:

Lorn stands at 5'10" and is lithe and toned (135 lbs). Her skin is a dusky brown, with a smattering of tiny freckles around her nose, and, her eyes are gold. Her hair is dark brown and sits partly braided above her shoulders. She has a wild/untamed beauty - natural, sun-kissed and fierce.

Pic of Lorn

Personality:
Fierce, dedicated, courageous, hardworking, loyal. When she believes in a person or cause, then she will see it through to the end. Fiery disposition when angered or pushed into a corner - she speaks her mind! She possesses a firm belief in community - the tribe - and has a good heart and will not permit liberty to be taken away by those who seek to enslave and destroy. She has a curious and passionate nature and a thirst for knowledge and learning from what has come before. In a mate, she seeks inner strength, awareness and resourcefulness, honesty and loyalty.

Lorn's Stat Sheet:

Name: Lorn of the Alijae
Gender: Female, Race: Elf (Wild Elf), Class: Hunter (Scarab Stalker) Age: 116

NG Female Medium Humanoid (Elf)
Hero Points 0
Init +4; Senses low-light vision, Perception +9/+11

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DEFENSE
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AC 17; touch 14; flat-footed 13 (+2 armor, +1 shield, +4 dex)
hp 11 (1d8+2+1FC)
Fort +4 (+4 racial trait, +2 circumstance bonus vs. hot weather, +1 trait bonus vs curses and diseases/magical diseases); Reflex +6; Will +3 (+2 vs enchantment spells & effects, +1 trait bonus vs curses and diseases/magical diseases),

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OFFENSE
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Speed 30 ft land
Melee Machete +1/+0* (1d6+1/19-20x2) (S) (*includes -1 ACP when wearing buckler)
Melee Obsidian Stone Dagger +1 (1d3+1/x4) (S)
Ranged Composite Longbow +4 (1d8+1/x3/100 ft range) (P) (additional +1 to attack and damage at ranges up to 30ft, additional +1 to attack vs Undead)
Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 12; Dex 18; Con 14; Int 14; Wis 16; Cha 15 (Ability Modifiers +2 Dex, +2 Int, -2 Con)

BAB +0; CMB +1; CMD 15

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TRAITS
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Inspired Archaeologist (Campaign Trait) : You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures.
Disease Resistant (Regional Trait): You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.
Corpse Hunter (Religion Trait): You have dedicated yourself to the destruction of undead. You gain a +1 trait bonus on attacks made against undead.

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FLAWS
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1. Tactless
You aren’t exactly rude, mean spirited, or even especially unpleasant.
It’s just that you have all the subtlety of a brick
through a window. You see yourself as being frank and
honest, while others generally consider you a conversational
blunt instrument.

Penalty: The character suffers a -2 penalty to Diplomacy
and Bluff checks.
Buying Off the Flaw: The character must take the Skill
Focus (Bluff) or Skill Focus (Diplomacy) feat.

2. Prejudiced
You have a strong dislike for one or more races other than
your own. (Chosen race: Lizardfolk)

Penalty: The character suffers a -3 penalty to all
Diplomacy checks with members of their disliked race(s) and a -1 penalty to Sense Motive.
Buying Off the Flaw: The character must invest 3 skill
points in Diplomacy and 2 points in Sense Motive.

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DRAWBACK
----------------------

Pride: You can’t abide challenges to your dignity, authority, or honor.

Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

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FEATS
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Shake It Off (Team): You support your allies and help them recover from crippling effects. When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Point-Blank Shot (Bonus Feat for Flaw 1): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Bonus Feat for Flaw 2): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

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SKILLS

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Background Skills: (2)

Handle Animal +6 (1 rank)
Knowledge, Geography +6 (1 rank)

Adventuring Skills: (6+2=8)

Climb +5 (1 rank) (Climb check +4 when buckler strapped to forearm.)
Intimidate +6 (1 rank)
Knowledge, Dungeoneering +6 (1 rank)
Knowledge, Engineering +8 (1 rank, +2 from trait)
Knowledge, Nature +6 (1 rank)
Perception +9/+11 (1 rank, +2 Keen Senses, +2 trait)
Stealth +8 (1 rank)
Survival +7/+8 (1 rank, +1 machete in the wild)

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LANGUAGES
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Common, Elven, Polyglot, Osiriani

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SPECIAL ABILITIES
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Desert Runner (Alternate racial trait): Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. 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 half its Hit Dice plus its Wisdom modifier (1+1=2).
Sacred 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 (1 minute). 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 hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

A scarab stalker can select from the bull, falcon, and snake animal foci, as well as the following new animal foci.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Bee: The creature gains a +4 competence bonus on Fly checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Cat: The creature gains a +4 competence bonus on Acrobatics checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Cow: The creature gains a +1 competence bonus on Fortitude saving throws. This bonus increases to +2 at 8th level and +3 at 15th level.
Crocodile: The creature gains a +4 competence bonus on Swim checks. This bonus increases to +6 at 8th level and +3 at 15th level.
Ibis: The creature gains a +2 competence bonus on saving throws against disease. This bonus increases to +4 at 8th level and +6 at 15th level.
Jackal: The creature gains a +2 competence bonus on Survival checks. This bonus increases to +4 at 8th level and +6 at 15th level.
Kite: The creature recovers 1 additional hit point whenever it receives magical healing. This bonus increases to 2 at 8th level and 3 at 15th level.
Leopard: The creature gains a +4 bonus on Escape Artist checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Lion: The creature gains a +4 competence bonus on Intimidate checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Ram: The creature gains a +1 bonus on damage rolls with charge attacks. This bonus increases to +2 at 8th level and +3 at 15th level.
Scarab Beetle: The creature gains a +1 enhancement bonus to its natural armor bonus. This bonus increases to +2 at 8th level and +3 at 15th level.
Scorpion: The creature gains a +2 competence bonus on saving throws against poison. This bonus increases to +4 at 8th level and +6 at 15th level.
Sha: The creature ignores the Perception penalty from sandstorms, and can see twice as far in sandstorms. This increases to 3 times as far at 8th level and 4 times as far at 15th level.
Uraeus: The creature gains a +2 competence bonus on saving throws against breath weapons. This bonus increases to +4 at 8th level and +6 at 15th level.

This ability alters animal focus.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Orisons: Hunters learn a number of orisons, or 0-level spells. (4 at level 1)
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier (1d20+1+2) 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 hunter and the animal 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.

The hunter 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.

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HUNTER SPELLS KNOWN (CL 1st; concentration +4)
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Orisons (at will) (DC 13): Create Water, Light, Resistance, Spark
1st level (2/day) (DC 14): Gravity Bow, Magic Fang, Summon Nature's Ally

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GEAR & EQUIPMENT
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Starts play with Traveller’s Outfit (for free), weighing 5 lbs

Armour & Shield
Lamellar Cuircass (+2 to AC, 0 ACP), 15gp, 8 lbs
Buckler (+1 to AC, -1 ACP), 5gp, 5 lbs
Barding, Common for Medium Creature (Leather) for Ravi (+2 to AC, 0 ACP) - 20gp, 15lbs

Weapons
Elven Longbow, Composite 100gp, 3 lbs
20 Common Arrows, 1gp, 3 lbs (P)
20 Blunt Arrows, 2gp, 3 lbs (B)
Elven Machete (her late father's - a treasured keepsake), 2 lbs
Obsidian stone dagger (made it herself - Survival DC 15 check - took 3 hours, 2 lbs)

Equipment
Hot Weather Outfit (The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather.), 8gp, 4 lbs
Common Backpack, 2gp, 2 lbs
Canteen, 2gp, 1 lbs
Bedroll, 1sp, 5 lbs
Mess Kit, 2sp, 1 lbs
Rope (Hemp, 50 ft), 1gp, 10 lbs
Elven Trail Rations (3 days) 15sp, 3 lbs
Animal Feed (Medium Herbivore, 3 days) 15cp, 5 lbs
Pouch, Belt 1gp, 0.5 lbs
Vermin Repellent 5gp, - lbs (This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.)

Total Cost and Weight: 163gp, 9sp & 5cp out of 170gp (approx. 7gp remaining), 62.5 lbs (medium encumbrance if carrying everything herself. If using Ravi to carry some things, it will be light encumbrance.)
(STR 12: Light Load 0-43, Medium Load 44–86, Heavy Load 87–130)

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Tracked Resources
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Elven Trail Rations 0/3
Animal Feed 0/3
Common Arrows 0/20
Sun cream 0/1

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Animal Companion Stat Sheet:

Ravi's Profile Page
Ravi the Ankylosaurus
Ravi's Pic
N Male Animal Companion (Dinosaur) 1
Init +2; Senses low-light vision, scent; Perception +5

==DEFENSE==

AC 23, touch 12, flat-footed 21 (+9 natural armor, +2 leather armour, +2 dex)
HP 8 (2d8, -1 Con)
Fort +2, Ref +5, Will +1
Armor: Natural Armor

==OFFENSE==

Speed 30 ft
Melee Tail: +2 (1d6) x2 (with Magic Fang add +1 to attack/+1 to damage)

==STATISTICS==

Str 10, Dex 14, Con 9, Int 2, Wis 12, Cha 8

Base Atk +1; CMB +2; CMD 13

Feats: Weapon Focus (Tail)

Skills: Perception +5, Survival +2

Tricks: Bolster Companion (Skirmisher Trick, 2/day), Attack(2 tricks), Come, Defend, Down, Guard (trained in combat riding)

==FEATURES==

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.

Low-Light Vision: Ankylosaurus have eyes that are so sensitive to light that they can see twice as far as normal in dim light.

Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

==TRICKS (6+1=7)==

Bolster Companion (Ex) (Skirmisher Trick, can be used 2/day): The Hunter can use this trick as an immediate action when her animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Hunter to benefit from this trick.

Attack (DC 20) (2 tricks): 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.

Come (DC 15): The animal comes to you, even if it normally would not do so.

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.

Guard (DC 20): The animal stays in place and prevents others from approaching.

==ECOLOGY==
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none

The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus's tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.


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Hunter's Tricks from Skirmisher Ranger archetype for animal companion:

The following is a list of hunter tricks and their effects.

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

Catfall (Ex): The Ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Ranger takes no damage from the fall, he does not fall prone.

Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Defensive Bow Stance (Ex): The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The Ranger can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

Quick Climb (Ex): The Ranger can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The Ranger can swim at his full speed as a move action without penalty.

Ranger’s Counsel (Ex): As a swift action, the Ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.

Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.


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Backstory:

Legends spoke of the Elven tribes of the Mwangi Expanse descending from an ancient Elven nation who once ruled over its northern jungles. In their heart of hearts, every wild elf believed this to be true. Keerlorna “Lorn” was born into the Alijae – the northern tribe tasked as guardians of the ruins of Nagisa, a once great Elven city. Astonishing poetry covered the walls of the ruin, yet the interior was too dangerous to traverse. This did not stop treasure-hungry humans from attempting to enter its sanctity, and, so, the Alijae were ever-vigilant.

When Lorn was but a very young Elf, her parents, father Tanyl and mother Axilya, were returning to the village after completion of watch duty, when they encountered a group of Lizardfolk scouts and were quickly set upon. Even though they fought bravely and managed to dispatch a handful, they eventually succumbed to the greater force of the Lizardfolk before Elven reinforcements could come to their aid, and, Lorn found herself an orphan. Her grandfather, Ehlark, took her in and raised her. He was the one who gave her the pet name “Lorn” and it stuck.

The Elven child was curious and had a natural affinity with the jungle and the animals that lived within. There was also a fire within her heart - wanderlust – to travel further – to discover and explore other lands and uncover their secret wonders and knowledge. It was not enough to travel to the outmost edges where forest gave way to pebble and sand. Her grandfather taught her to use a bow and she practiced and became proficient. He taught her to track, scout and look for signs, honing her patience as a hunter. She did her duty by her tribe and protected the ruins of Nagisa until her one hundred and sixteenth year. With her grandfather’s blessing, Lorn left the Alijae and headed to Osirion. It was during her travels to the great capital of Sothis and beyond that she honed her roaming skills so the effects of the sun and heat did not overwhelm her readily.

It was in Sothis where Lorn first crossed paths with an exotic and charismatic man, Arasmes, and over months forged a trusted bond with him. Not long thereafter, in the hot sands of the thriving metropolis, Lorn gave into her passion and took Arasmes as her mate/lover. Together they travelled and explored the various ruins. Their travels were not always easy and the Elven hunter grew in her talents, magic and endurance. She even learned the native tongue of the desert people so she could communicate among the locals with ease.

It was trekking across the sands of Osirion to one of its more verdant oases where she first encountered and became fascinated with a strange and wondrous creature - a young Ankylosaurus – a male – with whom she bonded – Lorn had patiently watched the Ankylosaurus, and talked to him in soft tones, and eventually earned the creature’s trust. She named the Ankylosaurus , Ravi, and they became inseparable; even teaching the creature a number of tricks useful in combat and even against the Undead and Aberrations. It was during one of these sojourns when news reached them of the reopening of the famed necropolis of Wati. How Lorn wanted to revel in the majesty and secrets of the Ancient Osirion master builders, and, quickly convincing Arasmes, followed the call to the city. Here, she and Arasmes met with other intrepid explorers and adventurers – her world had grown once again – with new goals and discoveries waiting on the horizon, if she dared to reach for them.