Lyda's page

158 posts. Alias of Zayne Iwatani.


Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13



About Lyda

Female Teifling (Faultspawn) Hunter 7
N medium humanoid (Human/outsider)
Init +4; Senses Darkvision Perception: +16
Cohort: Deneb Flynvias
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 Deflection)
hp 63 (7d8+1)
Fort +7, Ref +10, Will +6
resistance cold 5
resistance electricity 5
resistance fire 5
+1 trait bonus on all Will saves made to resist mind-affecting effects
+2 resistance bonus on all saving throws made to recover from a continuing effect
+1 resistance bonus on all saving throws
Speed 30 ft.
Ranged: +1 Adaptive Composite Longbow +11 (1d8+2)
Ranged+PB: +1 Adaptive Composite Longbow +12 (1d8+3)
Ranged+DA: +1 Adaptive Composite Longbow +9 (1d8+6)
Ranged+PB+DA: +1 Adaptive Composite Longbow +10 (1d8+7)

Ranged Full Attack: +1 Adaptive Composite Longbow +9/+9 (1d8+2)
Ranged Full Attack+PB: +1 Adaptive Composite Longbow +10/+10 (1d8+3)
Ranged Full Attack+DA: +1 Adaptive Composite Longbow +7/+7 (1d8+6)
Ranged Full Attack+PB+DA: +1 Adaptive Composite Longbow +8/+8 (1d8+7)
Str 13, Dex 18(+2 racial, +1 level 4), Con 12, Int 12(-2 racial), Wis 16 (+2 racial), Cha 13
Base Atk +5; CMB +6; CMD 20
Feat Tax rules: Weapon Finesse, Combat Expertise, Power Attack, Point-Blank Shot, Deadly Aim
Feats: Self-Sufficient (1), Precise Shot(class bonus 2), Weapon Focus (Bows) (3), Stealth Synergy (bonus team 3), Rapid Shot (5), Distracting Charge (bonus team 6), Skill Focus (Perception) (7), Explorer (Story)
Traits: Tough Minded (Kingmaker), Beast Bond, Nomadic
Drawback: Attached
Languages Common, Infernal (Racial bonus), Elven (Int bonus), Druidic (Linguistics), Sylven (Linguistics)
Hunter SQ: Animal companion (Medium Cat), animal focus, nature training, orisons, wild empathy, Precise companion (Precise Shot), track, Hunter tactics, teamwork feat (2), Improved empathic link, Woodland stride, Bonus trick


Explorer's Outfit
Cold Weather Outfit 8
+1 Darkleaf Cloth Lamellar Leather Armor 1810
+1 Adaptive Composite Longbow 3100
Efficient Quiver 250/10/2 1800
-Durable Common (30) 30
-Durable Blunt (10) 15
-Durable Cold Iron (10) 20
-Durable Silver (10) 30
-Grappling 1
Dagger 2
Handaxe 6
--Handy Haversack-- 2000
Ranger Kit 7 (This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.)
Masterwork Survival Kit 50
Healer's kit 50
Silk Rope(500) 100
Climber's Kit 80
Mapmaker's Kit 10
Antiplague (2) 100
Antitoxin (2) 100
Thunderstone 30
Beast Whistle (Feline) 5

-Magic Items-
Feet: Daredevil boots 1400
Neck: Aegis of recovery 1500
Neck (Kasha): Amulet of Mighty Fists +1 4000
Shoulders: Cloak of Resistance +1 1000
Wrists (Kasha): Bracers of Armor +1 1000
-Campfire Bead 720
-Traveler's any-tool 250
-Ring of Protection +1 1000
-Wayfinder 500

Wand of Cure Light Wounds (50) 750
Wand of Endure Elements (50) 750

Scroll of Detect Snares and Pits 25
Scroll of Faerie Fire 25
Scroll of Jump 25
Scroll of Know the Enemy 25
Scroll of Hunter's Lore 25
Scroll of Liberating Command 25
Scroll of Share Language 150
Potion of Bless Weapon 50
Potion of Protection from Evil 50
Potion of Hide form Undead 50

Scroll of Delay Disease 150
Scroll of Delay Poison 150
Potion of Cure Moderate (1) 300
Potion of Cure Light (6) 300

Gold: 248.5gp


(6 class + 1 Int +1 FC) x 7 = 56
(1)Climb (Str) +5
()Fly (Dex)
(7)Heal (Wis) +15 (+17 with kit)
()Intimidate (Cha)
(7)Knowledge (dungeoneering) (Int) +12
(7)Knowledge (nature) (Int) +12
(7)Perception (Wis) +16
(1)Ride (Dex) +9
()Spellcraft (Int)
(7)Stealth (Dex) +12
(7)Survival (Wis) +16 (+18 various things)
(1)Swim (Str) +5

(6)Acrobatics (Dex) +10 (+15)
(2)Diplomacy (Cha) +3
(2)Linguistics (int) +3

Background Skills
(2)Craft (Leather Working) (Int) +7 (+9)
(2)Craft (Armor Smithing) (Int) +7 (+9)
(2)Craft (Bower) (Int) +7 (+9)
(2)Craft (Carpentry) (Int) +7 (+9)
(7)Handle Animal (Cha) +12
(6)Knowledge (geography) (Int) +12
()Profession (Wis)

+5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity
+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather
+2 feat bonus on Heal
+2 feat bonus on Survival
+3 feat bonus on Perception
+2 circumstance bonus on Heal
+2 circumstance bonus on (Leather Working)
+2 circumstance bonus on (Armor Smithing)
+2 circumstance bonus on (Bower)
+2 circumstance bonus on (Carpentry)
+1 trait bonus on Handle Animal
+1 trait bonus on Ride
+1 trait bonus on Survival
+1 trait bonus on K:Geography
+2 racial bonus on Appraise
+2 racial bonus on Knowledge (local)

Racial Abilities/Traits/Feats:

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Wisdom, and –2 Intelligence.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Cloud Alignment: You are aware of and can choose the result of any attempt to detect your alignment.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.


Tough Minded (Kingmaker): You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Beast Bond: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Nomadic: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

Attached: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.


Self-Sufficient: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Skill Focus (Perception): 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.

Benefit(s): You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild. In addition, you gain a +2 bonus on all Knowledge (geography) checks. If you have 10 or more ranks in Knowledge (geography), increase your bonus to +4.

Goal: Cross through a dangerous place without a map or a guide knowledgeable about the area, stopping for no longer than 16 hours at a time, and along the way overcome an appropriate number of natural hazards, obstacles, and/or enemies, at least one of which must qualify as a challenging foe.

Completion Benefit(s): You and one ally per 3 ranks of Survival can move overland without being slowed by difficult terrain (allies must remain within 30 feet of you to be affected). Once per day, you can make a preternaturally accurate estimate regarding your path, as if you had cast Find the Path on yourself (caster level equals your character level).

Hunter Special Abilities:

Animal Companion (Medium Cat): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any 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 purposes 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.

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 immediately ends.

Animal Focus: 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.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

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.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth 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.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training: 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.

Wild Empathy: 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 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.

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.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

Teamwork Feat (2): At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Bonus Tricks (Ex): At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level).


-Hunter Spells known-
0th (6) Light, Detect Magic, Detect Poison, Know Direction, Create Water, Spark
1st (5) Aspect of the Falcon, Resist Energy, Cure Light Wounds, Longstrider, Gravity Bow, Summon Nature's Ally I
2nd (4) Cat's Grace, Spider Climb, Barkskin, Sickening Entangle, Summon Nature's Ally II
3rd (2) Stone Shape, Sleet Storm, Summon Nature's Ally III

-Hunter Spells per Day-
1st (5/day)
2nd (4/day)
3rd (2/day)


--Southern Guard Post--

"Here she comes again. I swear she's just bidding her time with us. Buttering us up. Makin us trust her until the day she can summon forth the legions of the abyss to eat us all."

The other guard looks over with a long suffering look on his face. "50 years. 50 years she been coming here and nothing's happened. You really need to stop listening to your grandmother. Besides, if she was trying to fool us why would she show up every week looking like that?"

The figure approaching them appears to be humanoid at this distance, two arms, two legs, a head, all of it in the right place. As it gets closer they can make out more. Like that it appears to be a human female. And an attractive one at that, with exotic features, a lean body, and beautiful red hair tied back in a ponytail. But as she get's closer still, some less than human features become noticeable. The first is the long, flesh-colored tail that swings back and forth behind her. Then its the scales. They doted her face around the eyes. Highlighting them more than being obtrusive. And if one looks closely, they might see the small horns peeking above her hair. She took no measure to hide any of it anymore.

"That's what's so evil about it. It would be so much more devastating to make us trust someone that looks like a demon and then break it."

"You're paranoid. Now shut up. It's break time." The guard reaches into a pouch at his side pulls up out a small piece of jerky. Accompanying the woman is a large cat that, once it sees the ball, hones in with predatory intensity. But it is well trained and doesn't leave its master's side. It keeps looking at the ball, its gait more fluid and stealthy. Just before entering the town, she flicks her hand and it charges towards the guard. "Hey Kasha, Let's see how high we can get today." says the guard before tossing the jerky straight up. The large mountain lion rushes past him, leaps off the wall and snatches the treat several feet in the air. "Nice trick," the guard says dumbfounded. While the cat plays, it's master enters the town without comment. "Silence. That's good."

"Why?" asks the young guard, weapon always between him and the cat.

"Means no ill news. She keeps an eye on threats in Gronzi Forest and the mountain," says the older guard, trying to not fall over as the giant cat rubs against him.

"And you believe her?"

"With my life," he says without hesitation. "You know there aren't many women your age in town. You could do a lot worse."

"Don't even joke," is what he says. But he can't help the blush that rises in his cheeks. She was pretty.

--Mayor's Office--

"Miss Willard? Did Lyda talk to the guards this morning?" the mayor calls over to his assistant.

"Pardon sir? Lyda?" the mayor's assistant asks, peeking her head into his office.

"Oh that's right. You're new. Did you read the notes from your predecessor?"

"Not all of them yet. Lyda sounds familiar."

"Come her for a moment," the mayor says. He stands up from his desk and walks over to the window that looks out into the town center. His assistant joins him at the window and looks out, wondering who she should be looking for. "Wait a moment. The general goods store." They watch the store for a moment until a figure exits. She seems to be a comely young woman if it weren't for the tail and horns.

"Um...Is she..." The assistant struggles with her words, not sure how to take the situation. The woman across the street was of obvious demonic heritage but the Mayor did not seem to be concerned about this.

"Yes. And I understand your confusion," he says, watching as the woman continues over to the blacksmith, now with a sack in her arms and an apple in her mouth. Her tail is carrying another sack too. She must need some more arrows or had a broken clasp on her armor to be going to the blacksmith. She only ever visited those she needed to see. "Should have read the notes. Her name is Lyda and she is an invaluable asset to this town," he says walking back to his desk. "The reason I ask if she talked to the guards is because, 9 times out of 10, it means she's spotted something we should be aware of. So if you see or hear anything, let me know. I like to keep up to date on what happens in and around my town. Most of the time its just unusual goblinoid or orc movement. Sometimes an ogre or giant getting too close. Rarely its been a real threat. We have had to send to Stoneclimb for scouts to check the nearby farms or reinforcements in dire situations."

"Yes sir," his assistant says slowly. She continues looking out the window to watch the young woman. "So how did this start?" she asks, unsure of how to word the question.

"My father," he says returning the stack of papers on his desk. "Apparently she walked into the town 50 years ago as barely more than a child. She warned us of some kind of plague beast from across the mountains. He said he'd never seen such a small girl so serious in all his life. No emotion. No hesitance. Very convincing. My father mobilized the guard and found the creature the girl mentioned. Without the early warning, I can only imagine how bad that could have been if it got into one of the settlements. Plague could have spread to all of Brevoy." He looks up and out the window in the direction of the forest. "Their used to be a rumor that a bear of immense size and ferocity protected the forest. After the plague beast, no one came back with sightings of the bear anymore. And the girl continued to show up once a month for supplies and to sell what she gathered in the forest." He pauses to look over his shoulder at the picture on the wall. "My father assumed the bear was actually a druid and the girl's father. He believed the disease the creature carried killed. We have nothing to prove this for she speaks very little. She only seems to talk to Helen, the general goods store owner." He then spins back to look at his new assistant. "Either way, despite her appearance or history, she has done nothing to break mine or my father's trust in the 50 years she has been visiting. And I see no reason to do anything but continue as things are."

--The General Goods Store--

"Welcome back, Lyda deary," the old woman behind the counter says at the sound of a soft tinkling from the door bell.

"Hello grandma Helen," Lyda says. Her voice is soft and slightly hesitant as if it hadn't been used for a while.

"What do you need this week?" Lyda takes a folded piece of cloth from a pouch and places it on the counter. The old lady looks it over. She gets to a certain item and looks up suspiciously.

Lyda avoids eye contact.

"Where is it?"

Lyda feigns ignorance.

"Honey...fish hook...thread...3x6 cloth patches? Spread them around all you want, I know medical supplies when I see them. Now where is it?"

"I can handle it. It's not that bad," Lyda tries to counter.

"Lyda don't even. You have been in my store since you were a little girl and I was a young, beautiful woman. I consider you the daughter I never could have. But you only visit once a month and I worry myself to death that every time you go back into that forest you won't come back. You are not going back with the supplies you need unless I am sure whatever you are hiding is properly dressed at least."

Lyda caves. She unclasps her breastplate on the left side and raises her shirt. Underneath is bloody bandage. She hisses in pain as she peels it back to reveal a nasty gash. The old woman pretends not to seem too concerned as she checks the wound but her hands shake.

"Sit," the woman commands. As Lyda sits down, the shop owner searches under the counter and produces the items on the list. She takes a eat across from the teifling youth and sets to work washing, stitching, and dressing the wound. When she is done she goes into the back of the shop and comes back with a cloth sack. She hands it to the wounded girl.

Lyda looks in the bag and then up with a look of surprise.

"Take all of it. You need to rest the next few days. No hunting. No scouting. Worry about yourself a little okay." The old lady tries to look stern but she can't hide the worry in her eyes.

Lyda looks at the bag again and sighs. She stands and hugs the old woman. "Thank you," she whispers.

"Take care girl. I love you."

"Me too."

Dear Lyda:

If you are reading this letter it is because I have passed on before you returned from your important quest for the good House Medvyed. A month after you left I started feeling my age and I am certain I don't have much longer left. Still I did not want to leave without giving you one last piece of advice. I have known you since I was a young woman. I always thought of you as the daughter I could never have though you did not need a caretaker. I knew you lived alone out in that forest. I offered to care for you here but many were weary of your appearance despite your aid. Fools. And I knew you would not stay. The forest was your home. Once upon a time I met your father in the forest. I don't think I ever told you that. I got lost as a child. And I cried and cried and cried when I realized it. Just when I thought it could get no worse a massive bear stomped out of the bushes. I was so terrified that I could neither run nor scream. Fairly sure I soaked my breeches too. I hoped he didn't smell it. But then he looked at me and I looked at him. And I knew there was something beyond those animal-like features. He sat with me until I stopped crying and wasn't scared anymore. Then he lead me out of the forest, the plants bending out of his way and staying long enough for me to pass. I knew when I heard the rumor that you were connected that you were likely cared for by him like I was. And if that was true, I knew you would grow to be a strong and caring woman too. And I was proven right. No matter what anyone says, I will always love you and the great woman you have become. But you are still young. I am an old woman now but you still look like your best years are ahead of you. So my advice to you is not waste them. I do not regret my life. I never would have met you if it hadn't gone the way it did. But I do wish I had been brave enough to see more of the world. Whether you decide to stay here and keep doing your duty is up to you. But you are still young. Rebel. Adventure. Live. Go places. You are so strong. Stronger than I ever was. I am sure others will see that no matter where you go. Make friends. More than that little wildling and his bird. More than Kasha. And may Eratil bless your journey.

With All My Love,

Connection to Deneb:

The two unlikely companions met a few years ago on the slopes of the Icerime Mountains. They had taken up residence and moved about in the same area but only ever heard of each other. Being a cautious one, Lyda rarely got caught off guard but today was one of the few exceptions. A pair of Spriggan were lounging on a cliff above the rocky valley she was walking through. They spotted her before she them and they decided to have a little sport. They grew in stature and strength and began pelting her and her companion with rocks. Cover was sparce and there didn't appear to be a way out of the area without taking significant damage. And the Spriggans' high ground made firing back difficult. High up in the air, a lazy flying bird and a lounging halfling heard the roars of laughter from the Spriggans.

Deneb and Garuda spiraled lower to see what was going on. Deneb noticed the Spriggans and, knowing their penchant for evil, figured they weren't defending themselves. They were probably harassing some poor hunter or forest creature. A fly-by revealed that he was correct. He and his companion swooped down behind the evil, leafy men and got their attention with a sharp whistle and the waffling winds of his companion's wing beat. "Oi. Pick on someone your own size." Considering their size versus his, they laughed at his threat. They made to throw a pair of rocks at him but he was quicker. A ball of snow hit one square in the face. The other laughed. And soon they were scuffling with each other. Deneb then launched something a little more dangerous. A yellow ball of fire landed right next to the two of them and flared brightly. They cringed at the fire and, not paying attention to their footing, fell over the edge.

Lyda and Kasha were waiting at the bottom of the cliff. The enormous mountain lion immediately pounced on one while Lyda peppered the other with arrows. They did not last long against the attacks. Deneb watched from on high and swooped down after things were over. They say opposites attract. Lyda was cautious and quiet but not timid. She spoke only when she felt she needed to and only what she felt needed to be said. Deneb was not this. He was animated, talkative, and just fun to be around. He was a carefree spirit and fickle like the winds he enjoyed riding. They enjoyed each others company more than they thought. Lyda hadn't realized how lonely life in the wild had become with only someone to talk to once a month or on the rare occasions she met another hunter (those didn't go well if they didn't know her). And being several decades older, Lyda knew a lot more about the forest and mountains, having walked most of it. She showed him places of great beauty he'd never be able to see from the air. She was also better at just about everything, even riding.

They didn't immediately start traveling together but saw each other much more afterwards. Especially when something threatened their home. More than once they were called on to stop some evil fey creature, turn away a dangerous animal too close to town or hunt down a corrupted beast. In those moments they found they had similar and complementary talents. Deneb controlled the air and rained down many annoying and abusive spells while Lyda accurately fired arrow after arrow. In reserve, both of their companions could charge in and harass the opponent. Lyda's Lion was particularly deadly and Garuda was almost large enough to carry off a giant.

Explorer: Despite her heritage, Lyda's exemplary service to House Medvyed has earned her no small amount of renown. One of her largest contributions, beyond the early warning when she was a child, was leading an expedition across the Icerime peaks to find some kidnapped citizens, including a lot of Deneb's family. The venture was the responsibility of another but it was her and Deneb's task to get them across with as little difficulty as possible. There was difficulty aplenty in the form of hazardous conditions, frost giants, cave trolls, and many more. Some could not be but at least they were never surprised. Lyda remained calm under fire, tactfully dealt with those inconsiderate of her appearance, and aware of the condition of the group. Unfortunately, they could not return with everyone that was kidnapped. They caught up with the kidnappers and tracked down as many victims as they could but Iobaria is a land plagued with disease and barbarism. Many did not make it, including Deneb's parents.

Animal Companion (Medium Cat):

Female mountain lion
N Medium animal
Init +4; Senses low-light vision, scent; Perception +7
AC 22, touch 14, flat-footed 18 (+4 Dex, +7 natural, +1 Armor)
hp 66 (6d8+18)
Fort +8, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 50 ft.
Melee unarmed strike +10 (1d3+6 nonlethal) or
. . bite +11 (1d6+6), 2 claws +9 (1d4+6)
Special Attacks hunter tricks (5/day; rattling strike), pounce, rake (2 claws +9, 1d4+4)
Str 20, Dex 19 (L4 boost), Con 16, Int 2, Wis 14, Cha 11
Base Atk +4; CMB +9 (+13 start/maintain grapple); CMD 24 (28 vs. trip)
Feats Skill Focus (Stealth), Weapon Focus (Natural weapons), Improved Natural Armor, Stealth Synergy, Distracting Charge
Traits cliff jumper
Tricks Attack, Come, Defend, Down, Get Help, Guard, Heel, Sneak, Stay, Hunter Trick (Rattling Strike)
Skills Acrobatics +5 (+13 to jump), [1]Climb +10, [2]Perception +7, [2]Stealth +12 (+20 in heavy undergrowth or tall grass), [1]Swim +9; Racial Modifiers +8 Stealth in heavy undergrowth or tall grass
SQ animal focus, attack, come, defend, devotion, down, get help, guard, heel, sneak, stay, woodland stride
Gear Amulet of Mighty Fists +1, Bracers of Armor
Special Abilities
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Cliff Jumper +1 racial trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Get Help [Trick] Attempts to bring back people it considers "help"
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. +4 bonus on combat maneuver checks made to start and maintain a grapple.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Hunter Tricks (5/day):
. . Rattling Strike
Declare as a free action; if this strike hits, the target is shaken for 1d4 rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 30+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Leadership Score for Cohort: 8 = 5th level cohort
7 level
1 charisma modifier
2 Great renown
1 Fairness and generosity
-2 Has a familiar, special mount, or animal companion
-1 Recruits a cohort of a different alignment

Leadership Score for Followers: 10
7 level
1 charisma modifier
2 Great renown
1 Fairness and generosity
–1 Moves around a lot

Number of Followers: 5 - 1st level (1/3 may have PC classes)

When the proclamation was made that Chalm Kelsen Kowalskiy was seeking explorers and settlers to accompany him into the Stolenlands, many groups formed in order to take advantage of the opportunity. Though she didn't announce it like the rest to attract followers, and probably would have gotten quite a few if she had, Lyda made preparations to leave and those closest to her could see it.

Female human Expert 1
LG Medium humanoid (human)

Male human Expert 1
LG Medium humanoid (human)

Joanne and Shawn noticed first as she was staying at their inn longer than normal. She's known the expert and commoner for a while. Periodically she'd report to Stoneclimb for summons, news, reward. When she did, she stayed at the same inn because the innkeeper, Joanne's husband, was nice and her son, Shawn, had grown fond of Kasha. Lyda taught Shawn how to take care of the mountain lion and Deneb taught him how to care for Garuda. Joanne and Shawn are relocating because they want to get away from the bad memories at their old home. Joanne's husband was one of the many that did not return after being kidnapped.

Joanne Stats:

Init +1; Perception: +6
AC , touch , flat-footed ()
hp (1d8)
Fort +0, Ref +1, Will +4(+5)
+1 trait bonus on all Will saves made to resist mind-affecting effects
Speed 30 ft.
Str 9, Dex 12, Con 10, Int 10, Wis 14 (+2 racial), Cha 10
Base Atk +0; CMB +0; CMD 11
Feats: Skill Focus (Profession(Cook))
Traits: Tough Minded (Kingmaker), Simple Disciple
Skills: Appraise +4, Diplomacy +4, Knowledge (Local) +4, Profession (Cook) +10, Profession (Tavern Owner) +6, Perception +6
Languages Common
Other Gear:210
Special Abilities
Tough Minded (Kingmaker) - You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Simple Disciple (Prefession Cook) - You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice.

Shawn Stats:

Init +; Perception: +
AC , touch , flat-footed ()
hp ()
Fort +, Ref +, Will +
Speed 30 ft.
Ranged: +1 Adaptive Composite Longbow +10 (1d8+2)
Str 13, Dex 18(+2 racial, +1 level 4), Con 12, Int 12(-2 racial), Wis 16 (+2 racial), Cha 13
Base Atk +; CMB +; CMD
Languages Common
Other Gear:210
Special Abilities

Winifred "Winnie"
Female human Cleric 1
LG Medium humanoid (human)

Female human Adept 1
LG Medium humanoid (human)

Winnie and Charlotte figured it out soon after. Charlotte witnessed Lyda haggling over a wagon and filling it with supplies. She'd meet the Cleric and adept at the temple to Erastil. Being a follower herself, she visited every time she was in town. They were also on the expedition over the mountains. Winifred, or Winnie as she's repeatedly told Lyda to call her, is an easy-going, sociable woman. And her apprentice, Charlotte, is absolutely enamored with Lyda. She thinks of the woman as a hero after saving her from a near deadly fall on the journey to track down the kidnapped victims. Winnie thinks the mission to Rostland could use Erastil's blessing and was set to join her faith's contingent. She decided instead to support Lyda, who has become a good friend over the years. A freindship that was cemented further in the climb over the mountains. Also, her apprentice was likely to follow Lyda anyway but her training isn't done yet. She couldn't let the girl go alone.

Winifred Stats:

Init +; Perception: +
AC , touch , flat-footed ()
hp ()
Fort +, Ref +, Will +
Speed 30 ft.
Ranged: +1 Adaptive Composite Longbow +10 (1d8+2)
Str 13, Dex 18(+2 racial, +1 level 4), Con 12, Int 12(-2 racial), Wis 16 (+2 racial), Cha 13
Base Atk +; CMB +; CMD
Languages Common
Other Gear:210
Special Abilities

Charlotte Stats:

Init +; Perception: +
AC , touch , flat-footed ()
hp ()
Fort +, Ref +, Will +
Speed 30 ft.
Ranged: +1 Adaptive Composite Longbow +10 (1d8+2)
Str 10, Dex 8, Con 12, Int 9, Wis 15 (+2 racial), Cha 11
Base Atk +; CMB +; CMD
Languages Common
Other Gear:210
Special Abilities

Male human Cavalier (Order of the Dragon) 1
LG Medium humanoid (human)

Lyda's known Jasper for a while too but never gotten to "really" know him. He was one of the last to know, the day of departure, but the fastest to act. He approached the group the day they left, having hastily grabbed what he could, and gave them some spiel about needing someone to guard the wagon. Winnie noticed how often he looked at Lyda though and voiced her recommendation. As he road his horse out of the city, the older guard he used to share duty with just laughed and gave him a knowing wink.

Jasper Stats:

Init +0; Perception: +0
AC 15 (17 with shield), touch 10, flat-footed 15 (17) (+5 armor, +2 Shield)
hp 12 (1d10+1) FC L1
Fort +4, Ref +0, Will +0
Speed 30ft. (20ft in armor)
Melee: Lance +4 (1d10+2) (2d10+4 when charging on mount)
Melee: Longsword +3 (1d8+2)
Str 15(+2 racial), Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats: Mounted Combat, Weapon Focus (Lance)
Traits: Born Rider, River Lander (Kingmaker)
Skills: (1)Handle Animal +4, (1)Ride +5, (1)Perception +4, (1)Survival +3
Languages Common
SQ: Challenge 1/day, mount, order, tactician
Other Gear: Scale mail, Lance, Heavy Steel Shield, Longsword, Cavalier's Kit, Studded Leather Barding, Potion of Cure Light 32
Special Abilities
Challenge 1/day: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Mount: Cavalier gets a mount and does not take Armor Check Penalties to Ride checks while riding mount.
Order: Perception (Wis) and Survival (Wis) added to list of class skills. +1 to survival for providing food and water for his allies or to protect his allies from harsh weather.
Tactician 1/day: Free Teamwork feat and, as a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him for 3 rounds.

Heavy horse 200
Light Horse (2) 75 (1 from Deneb's Pioneer Trait)
Runners for snow 150
Heavy Wagon 100
-Masterwork Artisan Tools (Carpentry) 55
-Masterwork Artisan Tools (Leather) 55
-Masterwork Artisan Tools (Smithing) 55
-Masterwork Artisan Tools (Bower) 55
-Healer's Kit (5) 250
-Cooking Kit (3) 9
-Chronicler's Kit 40
-Fishing Kit (2) 1
-Mapmaker's Kit 10
-Vented Pavilion Tent 120
-Small Tent (5) 50
-Large Tent (5) 150
-Extra Blankets (10) 5
-Extra Bedrolls (10) 1
-Dagger (5) 10
-Shortbow (5) 150
-Arrows (100) 5
-Ax (5) 30
-Rope (1000 ft) 20
-Animal Feed (30 days for 6 animals) 9
-Trail Rations (30 days for 7 people) 105
-Domino's 1
-Horseshoes .5
-Cards 1
-Board game (Chaturanga) 1

Current Total: 1713.5
Lyda's Contribution: 1127.5
Deneb's Contribution: 226
Followers Contribution: 360

So Lyda left with 6 people in tow though she had meant to leave alone. But she was also happier than she'd ever been.