Half-Orc of Averaka

Nella Wolfeye's page

4 posts. Alias of SCKnightHero1.


Full Name

Nella Wolfeye

Race

Half-orc

Classes/Levels

Hunter (Divine Hunter) 1

Gender

Female

Size

7'2"

Age

20

Alignment

Neutral Good

Deity

Erastil

About Nella Wolfeye

Stats:

Nella Wolfeye
Female Half-Orc (Kellid) hunter 1 Archetypes Divine Hunter,
NG Medium humanoid (orc, human)
Init +2, Senses darkvision (60 ft.); scent, Perception +5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 12 ((1d8)+4)
Fort +4, Ref +5, Will +2

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OFFENSE
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Speed 30 ft.
Ranged longbow +2 (1d8/x3)

Hunter Spells Known (CL 1st; concentration +2)
1st(2+1/day)-cure light wounds(DC 12), magic fang(DC 12)*, summon nature's ally i
0th(at will)-create water, detect magic, purify food and drink(DC 11), stabilize(DC 11)

*:Domain spell.
Deity Erastil; Domains Fur Subdomain,
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TACTICS
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STATISTICS
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Str 13, Dex 15, Con 12, Int 12, Wis 13, Cha 12,
Base Atk +0; CMB +1; CMD 13
Feats Endurance, Toughness
Skills Acrobatics +3, Climb +5 Knowledge (Nature) +5, Heal +5, Perception +5, Spellcraft +5, Survival +5,
Background SkillsCraft (Bows) +5, Handle Animal +5
Traits Deadeye Bowman (Erastil), Exposed to Awfulness
Languages Abyssal, Common, Hallit, Orc
SQ animal companion, animal companion hit points, animal focus, darkvision, nature training, orc blood, orisons, sacred tattoo, scent, shamans apprentice, weapon and armor proficiency, weapon familiarity, wild empathy,
Combat Gear rations (trail/per day) (2),
Other Gear longbow, outfit (explorer's), arrows (20), backpack, masterwork, bedroll, waterskin (filled), holy symbol (wooden), holly and mistletoe, 9 sp
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SPECIAL ABILITIES
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Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. 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 statistics and abilities of the companion. 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 sought companion typically lives. 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

Animal Companion Hit Points Your animal companion has +1 extra hit points.

Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 1 minutes per day. The animal companion gets a constant benefit.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deadeye Bowman (Erastil) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Shamans Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.

Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 2 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Exposed to Awfulness When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian

Scareye's Stats:

Scareye
Male Companion Wolf animal 2
None Medium animal
Init +2, Senses low-light vision; scent, Perception +5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural, )
hp 24 ((2d8)+8)
Fort +5, Ref +5, Will +1

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OFFENSE
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Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip,

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TACTICS
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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats Toughness
Skills Climb +5, Perception +5,
SQ bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Attack, Defend, Down, Flank, Heel, Watch
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 1

Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Mod Share Spells

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master 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.

Toughness You gain +3 hit points.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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ANIMAL TRICKS
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Attack 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. Animal will attack all creatures
Defend 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 another specific character.
Down 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.
Flank You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.

Background:

Nella Wolfeye was born in the harsh wilds of the Lands of the Mammoth Lords to the Fangarrow Tribe. The Fangarrow Tribe were devout worshippers of Erastil, although some traditionalist Erastilians would balk at the tribe’s portraying Old Deadeye as having the head of a wolf with a stag’s antlers, worshiping his aspects of a hunter, guide, and protector of the community in the same way an alpha wolf guides and protects its pack. Nella was trained in the ways of Erastil by her grandfather, the tribe’s shaman…or he was supposed to actually. Her grandfather always saw his granddaughter as being a shameful stain on his family and tribe after his son fell in love with an orc crusader from Medev. The shaman would give grueling tasks for Nella to perform, working her even to the point of exhaustion. But no matter how demeaning or impossible the task, Nella persevered, refusing to give up. With each accomplishment she earned, her grandfather’s hatred of her grew even more.

Nella never knew her parents as they had been killed fighting the demons of the Worldwound. Even in the Lands of the Mammoth Lords, the threat of the Worldwound loomed over all. Eventually, the demons did come…

A group of Schirs, having managed to make their way through the wardstones into the lands beyond, began slaughtering all in their path, including the Fangarrow Tribe. The tribe’s warriors fought bravely, but they were no match for the demons, who effortlessly killed them. Nella ran to her grandfather, begging him to pray for the aid of Erastil to save what remained of the tribe. With a wicked smirk, he said just as he shoved his granddaughter at the demon, ”I serve Erastil no more.”

With that, he broke his holy pendant, and revealed a pendant of the bullheaded demon lord Baphomet. The Schir leader made a sinister gleeful laugh upon seeing horror written across the half-orc girl’s face, telling the old man to hurry along as he made short work of the last true member of the Fangarrow Tribe. The Schir left a nasty wound on Nella’s face, scarring it over her right eye. Just before the demon could deliver the final blow, a large black and white wolf leaped out of nowhere and grabbed the Schir leader by the neck. The fiend attempted to toss the new attacker off of it, but to no avail as the wolf ripped open the Schir's throat before proceeding to slaughter the other demons. As the demons lay dying in a pool of their own blood, the wolf walked over and looked at the half-orc. Struggling to stay alive, Nella opened her eyes to see the wolf standing over her. She saw that she and the wolf bore the same scars in the exact same place on their faces, but this was no coincidence for the wolf had been tracking the demons to avenge the pack which the fiends had slaughtered upon breaking through the wardstones. However, its right eye was hers and she bore the wolf’s right eye!

A group of crusasders eventually found the pair and after much difficulty getting the wolf to let them reach her, they did what they could to tend to Nella’s wounds and aid her in recovering. The half-orc began to have nightmares of the Schir leader killing her, which would cause her to scream in the night. Eventually, the nightmare would be chased away by an arrow that would quickly transform into a wolf that killed the demon just before the fatal blow. Soon, it dawned on the half-orc that Erastil had blessed her and saved her life by sparing the wolf from the demon’s assault that day.

Training for several years, Nella Wolfeye and the wolf that saved her life, now named Scareye, traveled the wilderness, living off the land and giving aid to those in need, especially when demons and cultists were involved. Soon, the two would form a strong bond with one another and deepening their friendship. They also knew that Gurog Blackarrow, the traitorous shaman and Nella’s grandfather, was still out there and needed to be stopped. Nella and Scareye would travel to Medev having heard rumors that Nella’s grandfather was last seen near the city of Kenabres. They also began hearing rumors of some group called the Templars of the Ivory Labyrinth…

Description:

Nella is very tall, young half-orc woman whose body bears strong features of her orc lineage: pointed, wolf-like ears, dark green skin, enlarged teeth and tusks, and a lithe build. She keeps her shoulder length dark hair pulled back in a ponytail, save for a few strands that hang in front of her face, and decorated with pieces of bone, metal, and eagle feathers. Her body is covered in numerous scars gained in dozens of hunts and battles, along with many tattoos symbolizing hunters, Erastil, and wolves. Over her right eye are four scars Nella received from the Schir leader, however, instead of her hazel eye, she has a wolf’s red eye instead. The Erastilian often tries to wear as little as possible, in order to maximize her movement. She wears a wooden holy symbol that bears the holy symbol of Old Deadeye, except this one bears a wolf’s head above the symbol.

Scareye is a large black and white furred male wolf. He bears many scars from battles and his journeys with Nella. Like Nella, he bears scars over his right eye, but his eye is hazel and resembles her eye.

Personality:

Nella Wolfeye is a straight to the point type of person. Due to her tribal and Erastilian beliefs, she has little patience for city life, although she is still amazed by it. Nonetheless, she feels more at home in the wilds or the battlefield with Scareye at her side and a bow in her hands. The half-orc does carry a bit of a chip on her shoulder when it comes to traitors and cultists, given the fact that her own grandfather betrayed her and their entire tribe simply because he hated her orc blood. Nella is friendly, but it takes her a while to warm up to others. She views her wolf companion as her closest and best friend.

Scareye is about the same as his two-legged companion in terms of personality. He is a bit overprotective of her, and cares for her deeply and will risk his life for her. The wolf does tend to become jealous if anyone, be they man or woman, tries to flirt with the half-orc.