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About NasrinBackground:
Nasrin was pretty young when her family was hunted down and slaughtered by a Jadwiga witch and her coterie of monstrous men and beasts. Nasrin was smart enough to stay silent from her hiding place in the woods. Once the murderers were gone, she went back to the house and though she wanted to was afraid to open that door. She fled, tears freezing on her cheeks as she ran. She took only the wolf pup her father had given her. After a couple of seasons of surviving on the fringes she decided to move on, to put real distance between the Jadwiga and herself. She traveled south in a accidental kind of way. She would just find a road headed a good enough direction and then another. Over the course of years she found her way out of the North and into what the locals called Taldor. Nasrin did her best to remember where she had been, and how people behaved. It was easier for her when she was not upsetting the applecart. Fairly recently she came across another Northern Orphan, Corum and for the past couple of seasons she has travelled with him often acting as caravan guards. She is ok with it, Corum may act like a brute but it seems his rough-look is mostly a façade. What she appreciates most is his loyalty. Now in Heldren for what may just be an overnight stay her curiosity is piqued by talk of an unseasonal cold snap...
Appearance:
Nasrin looks savage. Her clothing is a collection of pelts she has taken and tanned herself. She wears blue dyed woad paint on her cheeks, and a mix of mud and moss through her naturally brown hair. Other than that, she tries to keep clean: a stinky hunter is a hungry hunter. She has intense green eyes, but unless she is feeling aggressive she keeps them downcast. She walks with a rolling gait, as if she is ready to run at a moment's notice. The armor that she habitually wears is scarred from fights. The gouges and nicks are simply painted back over giving the armor itself an odd contrasting and random geometric look.
Personality:
Taciturn. Nasrin doesn't think there is much she can say to people she doesn't trust. And, it has been so long since she has had anyone close to her that she doesn't know how to make conversation. Simple grunts, or growls and glares serve well enough to warn off many predators, both men and beasts alike.
Four Legged Crunch:
Nasrin Female human (Kellid) druid (wolf shaman) 8 (Pathfinder RPG Advanced Player's Guide 103) NG Large humanoid (human) Init +4; Senses low-light vision, scent; Perception +16
Defense
hp 67 (8d8+24) Fort +9, Ref +5, Will +12; +4 vs. fey and plant-targeted effects
Offense
Melee (M) club +7/+2 (1d6+10) or
Ranged (M) sling +3 (1d4+6) Space 10 ft.; Reach 5 ft. Special Attacks wild shape 3/day Druid (Wolf Shaman) Spells Prepared (CL 8th; concentration +15)
Statistics
Base Atk +6; CMB +11; CMD 23 Feats Improved Initiative, Lightning Reflexes, Natural Spell, Power Attack, Rugged Northerner[ISWG] Traits desperate focus, restless wayfarer Skills Acrobatics +0 (+12 to jump), Climb +11, Fly +4, Handle Animal +7, Heal +10, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +12, Linguistics +1, Perception +16, Spellcraft +7, Survival +14, Swim +11 Languages Common, Druidic, Hallit, Skald, Sylvan SQ nature bond (wolf named jagar), nature sense, totem transformation (wolf's senses[APG]), trackless step, wild empathy +7, wolf's totem transformation, wolf's totemic summons, woodland stride Combat Gear wand of cure light wounds, wand of cure light wounds, wand of cure light wounds; Other Gear +1 lamellar (leather) armor[UC], heavy wooden shield, spear of manhunting[APG], club, dagger (6), mwk scimitar, sling, sling bullets (20), amulet of mighty fists +1, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], waterskin, 3 pp, 3 gp, 7 sp
Special Abilities
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Natural Spell You can cast spells while in Wild Shape. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Trip (Ex) You can make a trip attempt on a successful attack. Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Wolf's Totem Transformation (Move Action, 8 minutes/day) (Su) At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense Wolf's Totemic Summons (Su) At 5th level, a wolf shaman may cast summon nature’s ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman abili Woodland Stride (Ex) Move through undergrowth at normal speed.
Two Legged Crunch:
Nasrin Female human (Kellid) druid (wolf shaman) 8 (Pathfinder RPG Advanced Player's Guide 103) NG Medium humanoid (human) Init +5; Senses low-light vision, scent; Perception +16
Defense
hp 67 (8d8+24) Fort +9, Ref +6, Will +12; +4 vs. fey and plant-targeted effects
Offense
Melee club +8/+3 (1d6+8) or
Ranged sling +7 (1d4+4) Special Attacks wild shape 3/day Druid (Wolf Shaman) Spells Prepared (CL 8th; concentration +15)
Statistics
Base Atk +6; CMB +8; CMD 21 Feats Improved Initiative, Lightning Reflexes, Natural Spell, Power Attack, Rugged Northerner[ISWG] Traits desperate focus, restless wayfarer Skills Acrobatics +0 (+4 to jump), Climb +8, Fly +6, Handle Animal +7, Heal +10, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +12, Linguistics +1, Perception +16, Spellcraft +7, Survival +14, Swim +8; Racial Modifiers +4 to survival when tracking by scent Languages Common, Druidic, Hallit, Skald, Sylvan SQ nature bond (wolf named jagar), nature sense, totem transformation (wolf's senses[APG]), trackless step, wild empathy +7, wolf's totem transformation, wolf's totemic summons, woodland stride Combat Gear wand of cure light wounds, wand of cure light wounds, wand of cure light wounds; Other Gear +1 lamellar (leather) armor[UC], heavy wooden shield, spear of manhunting[APG], club, dagger (6), mwk scimitar, sling, sling bullets (20), amulet of mighty fists +1, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], waterskin, 3 pp, 3 gp, 7 sp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Natural Spell You can cast spells while in Wild Shape. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened Scent (Ex) Detect opponents within 15+ feet by sense of smell. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Wolf's Totem Transformation (Move Action, 8 minutes/day) (Su) At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense Wolf's Totemic Summons (Su) At 5th level, a wolf shaman may cast summon nature’s ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability Woodland Stride (Ex) Move through undergrowth at normal speed.
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