Elf

Mori Fallenoak's page

66 posts. Alias of Xentik.


Full Name

Mori Fallenoak

Race

Human (Aizanes-Tulita)

Classes/Levels

Druid/Shaman 5

Gender

Female

Size

Medium (5'8", 110 lbs)

Age

21

Alignment

Chaotic Neutral

Deity

Damballa and the Loa

Languages

Common, Aizanes-Tulita

Occupation

Avenger of the Ng'ihaze

Strength 19
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 22
Charisma 12

About Mori Fallenoak

Background and Appearance:

Introduction Story

We are the Ng'ihaze, a tribe of fishers, hunters and warriors living in the furthest reaches of the Aizanes islands. A green-haired girl runs down a passage between two straw and mud huts amidst a variety of tropical plants. She bursts into a clearing in the middle of a busy village, men and women going about their daily business. Our tribe has lived here generations uncounted, in harmony with nature and peace with our neighbors as demanded by the Loa. As the young girl continues her sprint through the village, she passes an elderly woman kneeling down to place offerings in front of shrine consisting of a carved totem depicting an osprey. Our lives are not always easy, nor are we strangers to disaster. The girl runs through pouring rain and fierce winds, taking shelter inside one of the huts. Safe for the moment, she peeks out and watches in shock as a gust of wind uproots a tree nearby, toppling it onto one of the other houses across from her. But we have always survived, rebuilt and continued on. As the wise women say, 'So has it always been, and so shall it always be'.

And so it was, until they came. The girl, now in her early teens and with shoulder-length hair, stands among palms on the beach staring off at the horizon. Far in the distance a dark mass with white above it looms ever closer. They first arrived seeking trade and assistance, and our elders took them at their word and showed them the same respect we show the other tribes. Men load baskets of fruit and and two large boars into a landing craft that has been dragged up on to the beach. Several bronze-skinned warriors with spears and shields watch as they load the goods, and two village elders take a basket of various items back inland. In the distance a mighty sailing vessel stands anchored in the bay. Further up the beach the girl turns and runs to the village as she sees the elders approaching. Then they came for tribute, and our elders offered them riches so they would leave us in peace. The landing craft lays on the beach again, a different sailing vessel anchored in the distance behind it. Several men bearing muskets and wearing breastplates watch as villagers load baskets of fruits and game, pearls, precious metals aboard the boat. Off in the village, the girl lays with her head on a young man's chest crying, her waist-length hair splayed across his body. Blood runs profusely from several holes in his side and chest, staining her hair. They took what little we had, but it was not enough. Eventually they came again, but this time for us. Men in armor with muskets run through the village chasing down women and children. Others stand over those already caught, binding them together with ropes. The bodies of warriors lay piled haphazardly in the clearing at the center of the village. Off to the side, several men drag a younger woman screaming and kicking into one of the huts. Hidden in the dense foliage nearby, a green-haired woman forces herself to watch, her eyes filled with tears and her hand clasped firmly over her mouth.

I am Ng'ihaze, all that is left of my once-proud tribe. They have killed our warriors and taken my brothers and sisters into slavery. The village lies in ruins, remnants of huts stand smoldering off in the distance and much of the space in the periphery of the village is filled with hastily dug graves. At the clearing in the center, a funeral pyre lies unlit, the remains of an old elven woman atop it. In front of the pyre, a circle of white powder marks the ground. Within the circle lie offerings at varius points, themselves surrounded by strange white symbols. On the side nearest the pyre lies a bowl filled with a thick red liquid. My grandmother was Pakeha, an honorable outsider living within the tribe, and eventually high shaman. She was also E'kelha, one of the elven folk from beyond the great sea. She lived among the village for half a century before she married my grandfather. The green-haired woman walks into the clearing bearing a lit torch and wearing a ceremonial robe. She walks to the pyre and lays a hand upon the old elven woman, bowing her head reverently. She thrusts the torch in the bottom of the pyre and then turns, walking slowly into the ritual circle. She gave all she had for the village, her wisdom guided us and her strength shielded us. The flames slowly spread along the base of the pyre from the torch. The woman reaches the center of the circle and turns to face the pyre, shrugging off the robe and allowing it to fall away, leaving her bare. They say she arrived on the back of a giant osprey spirit. Ni'guh, Wisdom, he was named, and the elders declared him Loa-khi, an emissary of the Loa. As the flames continue to work their way up the pyre, a raptor's cry pierces the still dusk air. A gust of wind lifts the woman's hair aloft as she raises her arms skyward and looks up. The wind fans the flames, causing them to leap further up the mound. A giant hawk, with black wings, a white chest and a wingspan almost as large as the clearing itself lands behind the pyre. Its golden eyes pierce the growing darkness, examining the woman before it.

I know now that he will pass beyond this world soon as well, without her anchoring his spirit here. I cannot allow that to happen, his strength and wisdom are needed still. My brothers and sisters cry for freedom, the elders call for justice, and the dead demand vengeance. Slightly shivering in the cooling night air, the woman kneels before the bowl of blood. Grinding the offerings with a mortar and pestle, she pours the paste into the blood and stirs it before dipping her fingers into it. The Osprey watches intently as she traces lines along her body, starting at the arms and working up to the shoulders and then down from there. The lines cross her chest, and over her heart she traces a mysterious rune. I am all that is left, so it falls to me to answer these cries. The Loa demand it. Since I have neither strength nor wisdom, I shall borrow what I can from Ni'guh. The Osprey seems to nod in the woman's direction as his form wavers and vanishes. The flames of the pyre finish their climb, engulfing the body of the elven woman. The green-haired woman falls forward, her arms crossed over her stomach as she cries out in pain. Her skin begins to blister and takes on a pale grey hue, the beginnings of black quills protruding from the blisters. Tonight I am reborn. No longer a child, no longer a woman, no longer Ng'ihaze. I am winged vengeance, I am a predator, and now the hunt begins. Where the green-haired woman laid a large Osprey rests on the ground. Stretching its wings, it gives a mighty flap once, twice and then launches into the air, grazing the flames of the bonfire as it flies off into the night.

Appearance

Mori's Appearance
Ni'guh's Appearance

Despite being a third-generation descendant of the only known Elf in the Aizanes islands, Mori has inherited a surprising amount of her grandmother's features. Her ears retain the elven points and her facial features are sharper than those of an average Aizanes-Tulita. Her most distinctive features are her flowing waist-length hair, the color of which resembles the leaves of a mature oak, and the copper color of her eyes. In the days before the slaver raids on her tribe, she dressed no different than any other member of the tribe. In the aftermath, however, she took up her grandmother's darkleaf armor, shield and scimitar, heirlooms she'd brought with her on her travel across the great sea. Ritual markings painted in a deep red adorn Mori’s skin, tracing unbroken lines from the markings on the backs of her hands to the one on her forehead, permanently set as a part of the ritual binding Ni'guh to her. In addition to her features, Mori has also taken up her grandmother's elven name so as to further hide her Ng'ihaze heritage.

Shortly after her departure from the village she was joined by a small osprey, the reincarnation of Ni'guh who now serves as her spirit guide and advisor. In addition she has tamed one of the few Dire Osprey of the region, naming it Ni'num, or Strength. When needed she uses magic to reduce Ni'num to a more managable size, and occasionally sends him away if she needs to enter more civilized regions.

Ng'ihaze

Ng'ihaze (ing ih-haz-uh) are a tribe of Aizanes-Tulita who have made their place on the island of Ikkali and the small islets surrounding it on the far western edge of the Aizanes islands. They are primarily fishermen, but as Ikkali is one of the larger islands in the Aizanes, they supplement that with hunted boars and small game as well as gathered fruits and root vegetables. Like all Aizanes-Tulita, they revere all the Loa. Given their island often bears the brunt of any hurricanes which hit the Aizanes, however, they venerate and provide offerings to Damballa primarily, as her pleasure or displeasure determines how well they'll fare in such storms.

They maintain cordial relations with all the other tribes within the Aizanes, and some trade flows back and forth among them. While open wars between the Aizanes-Tulita tribes are uncommon, there are often skirmishes and clashes over territory. These tend to be shows of strength more than anything, and usually one side or the other will retreat before any significant casualties are had by either side. In the oral histories of the tribe there are only two mentions of all-out wars, both of which involved Tulita tribes coming to the Aizanes.

Mori the E'kelha

According to the tribe's history, and corroborated by the stories told by Mori herself, just over a century ago an elf named Mori Fallenoak landed on the shores of Ikkali. She was first encountered by the tribe walking along the shore of one of the northern islets of Ikkali by several Ng'ihaze fishing in the shoals there. According to Mori she'd been living there for a few months at that point. After making contact, she traded with the tribe occasionally, partly for the few things she needed, and partly to have someone to interact with.

She lived as a hermit for almost a decade until a band of Tulita cannibals came to raid the tribe's village. That day as their canoes approached the shore and the outnumbered warriors rallied to defend the village, she appeared to aid them. Riding a gigantic osprey, wearing finely crafted leather armor and carrying a scimitar and shield, she swooped down upon the unsuspecting Tulita. Her companion tore into them as she called out to nature to aid her. Vines rose up from the ground, binding the Tulita, leaving them vulnerable to the Ng'ihaze warriors. Terrified at her appearance, the Tulita routed, fleeing back to the ocean, pursued by the Giant Osprey. Confident in her companion's abilities, she stayed behind on the beach to tend the wounds of those who could be saved.

The High Shaman declared the appearance of the great bird spirit a sign from Damballa herself, and that Mori should be ever known as Pakeha. When the battle was over, Mori accepted the tribe's invitation to live among them. She became a respected member of the village and eventually ascended to High Shaman herself. In time she wed one of the warriors and had two children, a son, Eni, and a daughter, Ailani, both half-elves. While Eni appeared much like his kin in the village, Ailani inherited her mother's complexion, green-hair and eyes.

Ni'guh

After Mori's death attempting to fight off the slavers, Ni'guh told Auralia the remainder of Mori's history. She was once a well respected druid within a circle in lands far across the great sea. The coastal forests they tended were overrun by a barbarian horde, who intended to proceed south to raid the human lands there. The circle was of the opinion that the barbarians should be ignored as long as they left the forest untouched, but Mori did not agree. Using a forbidden ritual, she bound the Kami of the forest, a great Osprey, to her permanently and went to battle against the barbarians. Attempting to fight the Kami in it's home forest was futile, and the barbarians were routed by Mori.

For going against the will of the Heirophant and the circle, Mori was sentenced to exile. The circle had planned to break the connection between Mori and the Kami in an effort to restore it to its place as guardian of the coastal lands. Before they could do so, however, Mori and the Kami fled. Fearing the druids would pursue her, she decided to flee over the ocean, and began an arduous journey across the near endless expanse of water. A couple months later they spotted land in the form of several small islands surrounding a larger one. Exhausted and desparate to rest somewhere solid for once, she landed and made home in caves on one of the smaller islands.

The Kami, while initially incensed at being bound to Mori, would eventually come to respect her. He aided in the battle against the barbarians because he had no choice and aided in her flight from the forest despite his overwhelming urge to stay within his home territory. The connection they shared, however, allowed him to experience her motivation and conviction intimately, slowly altering the way he saw the world. Over the course of their journey he began to understand the sacrifice she'd made in order to save people she'd never known, gaining an admiration for her selflessness. By the time they'd settled on the island and the Ng'ihaze were threatened by the Tulita raiders he'd come to accept her view that their power should be used to aid those who need it.

Now bound to Auralia, and though still a shadow of his former self, he strives to counsel her with his wisdom and that which he learned from Mori.

Auralia

Auralia was the daughter, and first of three children of Ailani. Like her mother, Auralia inherited Mori's distinct hair and eyes. She was the favored grandchild of Mori, and spent much time aiding her in her duties as High Shaman of the tribe. Thus her childhood, at least the parts where she wasn't playing with her brothers and cousins, was filled with learning the ways of druids from her grandmother.

She grew up during the arrival of the foreigners, learning first-hand of their treachery and the suffering they brought to the Ng'ihaze. When slavers came and began slaughtering the warriors, Mori told her to go hide. Her grandmother then went to battle herself along with Ni'guh, slaying several dozen of the invaders before she herself was brought down by their firearms. Auralia hid and forced herself to watch as her relatives and tribemates were bound and dragged off to be sold into slavery. Unable to do anything to aid them, she stayed hidden until they departed, at which point she took it upon herself to bury the dead warriors and pray to the Loa for help.

A day later, Ni'guh arrived in the village bearing Mori's corpse. The giant raptor spoke to Auralia for the first time then, telling her his story and how he would soon fade away himself due to the nature of the bond he'd formed with her grandmother. Seeing Ni'guh as her only hope to do something to aid her friends and family, she offered herself to him that he might not fade away. He taught her what he knew, and she performed a binding ritual, allowing part of the great spirit to reside within her. The ritual, while not perfect, granted her the ability to change form into a raptor herself (and eventually into other animals as well), and shortly afterwards Ni'guh was reborn as her spirit guide.

Auralia was guided by Ni'guh to the caves where Mori had originally settled, and there she found her grandmother's old battle gear in remarkable condition. After donning it she walked out to a pool near the cave and for a brief moment saw not her own reflection, but her grandmother's. At that point she decided to take up her grandmother's name until she had completed her quest to free her tribe from slavery and wreak vengeance upon those who took them, hoping it would grant her the strength and courage she'd need.

In the two years after the attack, she travelled from island to island along with Ni'guh, looking to find the names of the vessels the Slavers travelled upon. In her search she spoke to many of the Aizanes-Tulita tribe and learned of the great calamity that had befallen the Tulita, the first Tulita war, and of the rise of Port Shaw. One of the tribal chiefs introduced her to a group of foreigners led by a Captain Taylor who were also hunting slavers. With their aid she travelled to Port Shaw, and was directed to the Salty Siren Inn there to speak with Besarana who would be able to help get her further information about the whereabouts of her kin. The last few months have consisted of her using her abilities to scout around the Port looking for known slavers and relaying that information through Besarana to aid those seeking to thwart them. In exchange Besarana has continued to help her gather information on the captured Ng'ihaze, which she has begun compiling into a journal for when she finally sets out to free them.

Statistics:

Female Human (Aizanes-Tulita) Hunter(Feral) 5 | Oracle(Nature) 1 Shaman(Possessed) 5
CN Medium Humanoid (Human)

Init +0; Senses; Perception +20 (16)

Defense
AC 20, Touch 14, Flat-footed 16 [4 armor + 2 shield + 3 cha + 1 deflection]
HP 70/70
Fort +10, Ref +6, Will +14

Offense
Speed 30 ft.

Melee MW Sawtooth Sabre +8 (1d6 + 4, 18-20/x2)

Special Attacks
Space 5 ft.; Reach 5 ft.

Hunter Spells Known (CL 5)
2nd (3/day, 3+1 known) - summon nature's ally II, barkskin, percieve cues, soften earth and stone
1st (6/day, 4+1 known) - summon nature's ally I, longstrider, entangle, cure light wounds, lead blades
0th (at will, 6 known) - create water, know direction, mending, purify food and drink, read magic, spark

Oracle Spells Known (CL 1)
1st (4/day, 2+1 known) - cure light wounds, know the enemy, tap inner beauty
0th (at will, 4+2 known) - detect poison, light, guidance, stabilize, mage hand, ghost sound

Shaman Spells Memorized (CL 4)
2nd (3 slots) - false life, fog cloud, <empty>
1st (5 slots) - divine favor, hex vulnerability, shield of faith, read weather, <empty>
0th (4 slots) - dancing lights, detect magic, touch of fatigue, arcane mark

Statistics
Str 19, Dex 8, Con 16, Int 10, Wis 22, Cha 16
Base Atk +3; CMB +7; CMD 20

Feats (Race, Class, Bonus): (1) Toughness, (R) Skill Focus (Kn. Nature), (C) Alertness, (C) Outflank, (3) Shapechange Casting, (C) Stealth Synergy, (5) Divine Protection
Racial Traits Focused Study (Know:Nature, Perception, Stealth), Heart of the Wilderness
Traits Lucky Tattoo (reroll d20 1/day), Wisdom in the Flesh (Stealth), Shepherd of the Ng'ihaze (+1 hp/skill extra on favored)
Drawback Unlearned
Skills Climb +8, Fly (Shared) +12, Handle Animal +11, Heal +9, Intimidate +7, Know(Nature) +19, Know(Religion) +8, Perception +19, Sense Motive +11, Spellcraft (Shared) +12, Stealth +13, Survival +20, Wild Empathy +6 Racial Modifiers +2 Perception, +2 Survival
Languages Common, Aizanes-Tulita, Sylvan
SQ Channel Energy, Wildshape, Woodland Stride, Crowded Vessel
Limited Use Wildshape (1/1)

Combat Gear Darkwood Shield, +1 Darkleaf Cloth Studded Leather, Masterwork Sawtooth Sabre, Ring of Protection +1, Headband of Inspired Wisdom +2
Other Gear Ring of Sustenance, Tribal Garb, Small Backpack, Belt Pouch, Bedroll, Wineskin, 4x Masking Scent (Animal)
Treasure None

Special Abilities (Race)
Heart of the Wilderness: +5 to Con sv to Stabilize. +1/2 level racial bonus to Survival, and 1/2 level added to neg HP max.

Special Abilities (Hunter)
Feral Focus (Su): (swift act., at-will, continual) Gain aspect of animal or change to another aspect.
Nature Training (Ex): Counts as both druid and ranger for all feats/traits/options/etc.
Wild Empathy (Ex): Attempt diplomacy with animals, 1d20+hunter level+cha mod. Animals or magical beasts with 1 or 2 int (at -4 to check) only.
Precise Summoned Animal (Ex): Gain Outflank as feat. All summoned animals gain Outflank as well.
Track (Ex): Add 1/2 level to survival checks to follow tracks.
Wild Shape (Su): (1/day, 5 hrs) Assume animal form as beast shape I. Cannot speak in animal form.
Woodland Stride (Ex): Move through undergrowth at normal speed w/o taking damage or suffering impairment.

Special Abilities (Oracle)
Mystery (Nature):
Curse (Haunted): (Oracle Level 3) Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Special Abilities (Shaman)
Spirits (Su): Nature (Primary), Life (Wandering)
Storm Burst (Su): (std. act., 6/day, 30' rng, 2 rnds) Target treats all foes as if they had concealment (20% miss chance).
Channel (Su): (4/day, std act.) Heal 2d6 to all within 30' burst centered on you.

Spirit Animal (Ex): Gain Ni'guh, Osprey familiar (as Hawk). Must commune with animal for shaman spells.
Shared Skills (Su): Gain two extra skills with max ranks, use Wis in place of normal attribute.
Crowded Vessel (Su): Whenever save failed vs charm or compulsion, may attempt new roll at end of next turn.

Hexes:
Healing (Su): (std act., 1/day/person) cure moderate wounds (1d8+4),

Wandering Spirit: (Life)

Gear Abilities

Ni'guh:

Male Osprey Familiar (Infiltrator) 4
N Tiny Animal

Init +3; Senses low-light vision; Perception +18

Defense
AC 17, Touch 15, Flat-footed 14 [2 nat. armor + 3 dex + 2 size]
HP 39/39
Fort +4, Ref +7, Will +8

Offense
Speed 20 ft., fly 60 ft.

Melee 2 talons +8 (1d4-2, 20/x2)

Special Attacks
Space 2 1/2 ft.; Reach 0 ft.

Statistics
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +3; CMB -1; CMD 12

Feats : Weapon Finesse
Skills Fly +14 (4), Handle Animal +4 (5), Knowledge(Nature) +4 (5), Perception +20 (5), Sense Motive +5 (1), Spellcraft +3 (4), Stealth +19 Racial Bonuses Perception +8 Size Bonuses Fly +4, Stealth +8
Languages
SQ Alertness, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Share Spells, Empathic Link, Deliver Touch Spells

Special Ability (Ex): Master gains +3 survival
Empathic Link (Su): Master can communicate empathically with Familiar within 1 mile.
Deliver Touch Spells (Su): May be designated as "toucher" for both touch spells and hexes.
Alertness (Ex): Both Familiar and Master gain Alertness as a feat.
Uncanny Stealth (Ex): Gain Uncanny Dodge and Improved Uncanny Dodge.
Improved Stats (Ex): 7 Int, +2 Natural Armor.

Ability Score Calcs:

Str: 19 = 18 point buy + 1 level adj.
Dex: 8 = 8 point buy
Con: 16 = 16 point buy
Int: 10 = 10 point buy
Wis: 20 = 18 point buy + 2 racial + 2 enh.
Cha: 16 = 16 point buy

Attack Calcs:

Melee MW Sawtooth Sabre [+8 (+3 BAB + 1 enh + 4 str; 1d8 + 4, 19-20/x2]

skill calcs:

Ranks: 44 [30 (6*5) class + 6 favored class + 8 shared skills)]
Climb +8 [1 rank + 4 str + 3 class]
Fly (Shared) +12 [4 ranks + 5 wis + 3 class]
Handle Animal +11 [5 ranks + 3 cha + 3 class]
Heal +9 [1 ranks + 5 wis + 3 class]
Intimidate +7 [1 ranks + 3 cha + 3 class]
Know(Nature) +16 [5 ranks + 0 int + 3 class + 3 skill focus + 5 wis (race)]
Know(Religion) +8 [5 ranks + 0 int + 3 class]
Linguistics +1 [1 rank + 0 int]
Perception +19 [5 ranks + 5 wis + 3 class + 2 alertness + 4 competence]
Sense Motive +11 [1 ranks + 5 wis + 3 class + 2 alertness]
Spellcraft (Shared) +14 [4 ranks + 5 wis + 3 class]
Stealth +14 [5 ranks + 6 wis (trait) + 3 class]
Survival +18 (+20) [5 ranks + 6 wis + 3 class + 3 familiar + 2 race (+ 2 tracking)]
Swim +8 [1 rank + 4 str + 3 class]
Wild Empathy +8 [3 cha + 5 hunter level]

Favored Class (Hunter|Shaman):

Total: +6 skill ranks, +10 HP, +3 1st lvl cleric spells
1: +1 hp (hunter); +1 skill, +1 hp (trait)
2: +1 hp (hunter); +1 skill (shaman); +1 skill, +1 hp (trait)
3: +1 hp (hunter); +1 1st lvl spell [divine favor] (shaman); +1 skill, +1 hp (trait)
4: +1 hp (hunter); +1 1st lvl spell [shield of faith] (shaman); +1 skill, +1 hp (trait)
5: +1 hp (hunter); +1 1nd lvl spell [read weather](shaman); +1 skill, +1 hp (trait)

Gold Calcs:

Starting: 10920 (10500 + 240 + 180)
Spent: 10717 gp
Remaining: 103 gp

Masterwork Sawtooth Sabre (35 gp + 300gp)
+1 Darkleaf Cloth Studded Leather (25gp + 750 gp + 1000 gp) [+4 armor, +7 max dex, 5% arcane failure, 0 ACP]
Heavy Darkwood Shield (107 gp)
Ring of Sustenance (2500 gp)
Ring of Protection +1 (2000 gp)
Headband of Inspired Wisdom +2 (4000gp)
Explorer's Outfit
4x Masking Scent (Animal) (4*25gp)