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About Nala the WandererInitiative:
[Dice=Init Antonio]1d20+4[/dice] [Dice=Init Auric]1d20+1[/dice] [Dice=Init Aya]1d20+3[/dice] [Dice=Init Baldek]1d20+2[/dice] [Dice=Init Nala]1d20+3[/dice] [Dice=Init Nia]1d20+2[/dice] [Dice=Init Reiko]1d20+5[/dice] [Dice=Init Sakuro]1d20+9[/dice] Perception:
[Dice=Perc Antonio]1d20+7[/dice] [Dice=Perc Auric]1d20+5[/dice] [Dice=Perc Aya]1d20+7[/dice] [Dice=Perc Baldek]1d20+6[/dice] [Dice=Perc Nala]1d20+8[/dice] [Dice=Perc Nia]1d20+6[/dice] [Dice=Perc Reiko]1d20+4[/dice] [Dice=Perc Sakuro]1d20+5[/dice] Will:
[dice=Will Antonio]1d20+3[/dice] [dice=Will Auric]1d20+11[/dice] [dice=Will Aya]1d20+5[/dice] [dice=Will Baldek]1d20+3[/dice] +2 while raging [dice=Will Nala]1d20+6[/dice] [dice=Will Nia]1d20+5[/dice] [dice=Will Reiko]1d20+4[/dice] [dice=Will Sakuro]1d20+5[/dice] Background:
It was cold. And it was dark. But then it would be rather amusing for it to be anything but cold and dark in the middle of winter, in the middle of the night, in the middle of a thick forest. Nala spent most of her time doing things like this, sleeping throughout the day so that she could see the real life that moved about in the forest, when no one was around to see. It was strange to think how much her life had changed over the last decade. The only thing that really stayed the same was the darkness. The darkness, when she wasn't paying attention, always seemed to bring back memories, the kind that are crisp and clear even a decade later. The sort of memories that move in slow motion, in excruciating detail, even as you know everything moved so much more swiftly. The sort of memories that go hand in hand with tragedy.
It had been dark, then, too. Clouds overhead, trapping everyone beneath a sweltering blanket of humidity blocked out the sliver of moon they could have expected. The muggy heat seemed to cling to the little village that Nala called home. Everything was quiet and still. Off in the distance, thunder pealed, promising that there might be rain soon... which would at least cool things down, and hopefully bring a blessed wind to her window... even if it would just bring still more humidity. Nala sighed, lying in her bed, uncomfortable in the heat. She'd always been the type that cocooned herself in a blanket, and couldn't seem to sleep without it. She hated nights like this, where simply covering up made you feel like you were being boiled alive. For perhaps the tenth time that night, she rose from the bed, and paced nervously about. More than once she'd thought about simply slipping into her clothes and going for a walk, getting out of the town. It was amusing, really. What would she do outside of the town? Be stolen away by the fey, the beasts, or the other nasties that waited in the nearby forest? No. She might not have been comfortable, but she was safe, and that was what mattered. A smile slipped across her face as she heard the rain coming closer. She moved towards the bed listening to the hypnotic sound, like a thousand tiny feet clambering across the landscape towards them. She sat on the edge of the bed, twining her finger through her hair as she waited to be lulled a bit more, waited for the chill to come, praying for a bit of wind. That was when she heard the first scream. More a yell, really. Her neighbor, a crotchety old fellow named Ben, who always seemed to have something to be upset or angry about was cussing up a storm. The smile reached Nala's eyes as she looked over towards the open window, and climbed the rest of the way into bed. He'd probably forgot his clothes on the line. Then came a yelp from the man, followed by more curses, then a scream of pain. Her eyes slipped wide at the change, as she flew from her bed to the window. Her neighbor was at his front lawn, trying to get in the front door. He was covered in... insects. Nala quickly flew to her bedside, grabbing her chamberpot, the only water she had on short notice, and rushed out the front door to try to wash away the frenzied beetles off her her neighbor, pouring it wholly over his flesh. The effect was immediate. The swarm was washed away, revealing gaping wounds, stings, flesh torn from his face and stomach, his hands nothing but bone. Then came the next scream. Nala wasn't certain whether it was hers, or someone else's. The world seemed to coalesce in a roar of pain and fear seemingly all at once. It hadn't been rain, the swarming insects were everywhere. Perhaps, worse still... the water had had an unintended effect. Having washed the creatures from her neighbor, they caught scent of Nala. They surged towards her, forcing her to move backwards, nearly stumbling over herself. Turning back to her home, she began to run for the door, beating the swarm by a fair margin, she slammed the door shut, panting, near panic. Then came the first beetle, squeezing through the doorframe. That godforsaken draft that she promised herself every winter she'd have fixed... forgotten by spring. Once one of the swarm had made its way in, the glistening tide began to pour through the crack. She turned quickly, looking around her room. The window! It was still open. She flung herself across the room, moving swiftly for the window... when she realized she could still hear the rain. The rain that wasn't there. Thousands of legs, all skittering out of tempo with one another... several hundred of which were skittering through her window. She'd misjudged. She was running out of time. She turned quickly, looking throughout the room. There, the cedar chest, filled with mothballs, and her winter quilts. She threw the top of the chest open by main strength and dragged the quilts out, hurling it into the mass of skittering death, as she climbed into the box, slamming the lid closed behind her. There was a sickening squelching crunch as the lid connected, she'd been too slow, they were already in the box with her. That's when the pain started. She started to scream, covering as much of her face with her arm as she could, trying to keep the digging, clawing insects out of her eyes and ears, and nose and mouth. Her other hand clawed frantically at the creatures as they bit and stung and dug into her flesh... and then everything just... stopped, as she slipped into unconsciousness, and perhaps the sleep of death. Then she awoke to that damnable heat. And pain. Everything was pain. She was sluggish, and weak, and everything was too bright. There were voices coming from outside, but she couldn't really make them out. She was still lying in her musty wooden coffin, covered in dead beetles. Glistening black shells. She forced herself up, wincing as her now-splinted hand tried and failed to support her weight. Eventually she drew herself up and made her face level. Two men, dressed in leathers. Woodlanders, later she'd come to know they were druids. She was one of only two survivors out of the entire village. The druids hadn't been able to kill the swarm, only drive it away. It might well return, so there was no use in staying here. The only thing that would bring was pain, suffering, and loneliness. Her only choice was to go with the druids into the wilds. She managed to learn their ways quite easily, though she always seemed cold and distant. No one pressed her, they understood. The other woodsmen even eventually told her what had happened to her village; it hadn't been an ordinary swarm. The only thing she never seemed to have time for was religion; she didn't want to place her faith in a god that would allow an innocent, sleepy little village on the edge of nowhere be consumed in such a horrible way. She refused to believe in gods that would allow something so vile to even exist. A Worm-that-Walks.
Description:
Nala is tall and broad, with dark hair and dark eyes. She wears masterwork leather lamellar, each plate carved with a tribal animal motif. To one side, is a sling with a pouch of bullets, to the other is a waterskin with a pouch of berries. She carries a bag over one shoulder, probably filled with her personal belongings. Slung over the other shoulder is a spear, the counterweight on the opposite end sheathed with still another pouch. When the drawstrings are pulled, and the pouch removed, the counterweight glows with the magic of continual flame.
Nala keeps the hood of her explorer's outfit pulled up over her head the majority of the time. Her bare flesh bears pockmarks and tiny scratches from a past event. The only thing that doesn't have some degree of scarring seems to be her mouth, nose, and eyes, which somehow managed to escape mostly unharmed.
Statistics:
Init +3; Senses Darkvision 60ft Perception +8 Base Atk +3; CMB +4 Feats Power Attack, Deny the Reaper Skills Heal +7, Know(Nature) +7, Know(Planes) +2, Sense Motive +5, Stealth +2, Survival +9 Languages: Common, Druidic Defense:
AC 17, touch 13, flat-footed 14, CMD 14 FCMD 11 HP 19 (2d8 + 4) Fort +5, Ref +3, Will +6 Resist Negative 7 Offense:
Speed 30 ft. Melee Spear +5 (1d8+4)/ Power Spear +4 (1d8+7) Ranged Sling +4 (1d4+3) Special Abilities: Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Animal Focus(Su):
At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time. Nature Sense(Ex):
A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy(Ex):
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid 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 druid and the animal must be able to study each other, which means that they 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. A druid 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. Woodland Stride(Ex):
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Trackless Step:
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Scion of Humanity:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. Truespeaker:
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. Continual Flame 1/day:
Aasimars can use Continual Flame once per day as a spell-like ability (caster level equal to the aasimar's class level). Animal Focus Options:
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. Feats:
Deny the Reaper Spoiler:
Benefit: You gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply first aid as a move action and don't take a penalty when treating deadly wounds without a healing kit.
Goal: Bring an ally back from the dead, including by using breath of life or reincarnate. Completion Benefit: You and each ally within 10 feet of you gain a +2 bonus on saves against death effects. In addition, once per day you can spontaneously convert any 5th-level or higher conjuration (healing) spell into breath of life. Power Attack Spoiler:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Combat Casting Spoiler: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. |