Snowcaster Sentry

Odette Frostedge's page

11 posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).

Full Name

Odette Frostedge


Snow Elf


Ranger 3




5'11" (Medium)



Special Abilities

Favoured Companion, Wild Empathy, Combat Style (Greataxe Fighter), Favoured Terrain (Cold)


Chaotic Good




Common, Elven,



Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 11
Charisma 9

About Odette Frostedge

Odette was born to Snow Elves in the north, but was separated from them when she was only five by an unprovoked attack by Frost Giants on her Village. She was left for dead in the destroyed encampment and was luckily spotted by a Human Ranger by the name of Galavar Frostedge.
He had been scouting the region, looking for somewhere to live after he was beaten and thrown out of the fledgling community of Grendar for sleeping with the wife of the local Sherriff. Thankful to have escaped with his life and possessions, he roamed north to uncharted lands looking for a place to make his way. Coming upon the Frost Giants heading home, he saw them leave behind a wounded Polar Bear, probably a war beast maimed in the battle with the Snow Elves. After they were gone, he approached the beast and after calming it, he healed some of its wounds. Limping along it followed him as he traced the Giant’s path back to the Elf village. It was the one who led him to the trapped and unconscious Elf child. Taking both the girl and Bear, he found a hut that was still half intact and settled down for the night, in the meagre shelter.
The next morning, he was able to heal both the girl and Bear and after she woke up scared, he was able to convince her that he was not an enemy. Devastated at the loss of her family and village, she helped Galavar find provisions from the village and they travelled a day’s journey away, where they came upon a small cave nestled at the back of a protected canyon. Leaving the girl with provisions and furs, he returned to the village and over the course of the next week, with the help of the Polar Bear, who was a female he had come to name Pelly, he managed to salvage enough materials to create a comfortable shelter within the canyon.
He named the girl Odette after his mother and over the course of the following months, managed to teach her enough common that they could communicate. 6 months after the battle, another group of Snow Elves came to trade with the village and found only the ruins. With great difficulty, they were able to track first Galavar and then the Frost Giants to their destinations. Almost killing Galavar, they were stayed by the intervention of Odette, who convinced them that he had saved her. He helped the small group them by telling them the direction the Frost Giants took after their raid. They thanked him and left Odette with him, vowing to return once the Frost Giants were taken care of to reclaim her for their people. After gathering allies, they were victorious over the Giants, however none of the group who made the deal with Galavar survived and so he was left to care for the young Elf girl.
In time, he came to treat her as his own daughter and after returning one winter years later to the now established town of Grendar, he returned with Liesel, the former Sherriff’s wife. It turned out that the Sherriff had abused her in the years since her indiscretion, finally succumbing himself to the blade of a thief. She was forced to live on the street until Galavar saw her one day begging and brought her back to live with them. She became a part of their family and was the mother that Odette needed to temper Galavar’s rough and wild influence on the impressionable Odette.
She grew up slower that a Human child and so was still considered not much more than a child herself by Elf standards when first Liesel and then Galavar died of old age. She had been taught well however and taking up Galavar’s mighty Axe Frostedge, she continued to live in their home, travelling occasionally to town and returning with provisions and the occasional new toy, her latest acquisition, a spring loaded wrist sheathe for her dagger.
Along the way, Pelly mated and had a few cubs, although she would always send them off once they were old enough. Her last cub however was born just before Galavar died and saddened by his passing, she left the safety of the canyon. Odette cared for the cub and they too formed a bond similar to that of Galavar and Pelly.
She has now ventured into the town of Jasper for the first time since it was founded, intrigued by the “new” settlement...

Odette looks like an adolescent Snow Elf, with shoulder length blonde hair, large blue eyes and pale white skin. She has a few scars marring what would otherwise be a pretty face, testament to her time spent hunting with her father.
However her time spent in the wilderness has left her with not many social graces when it comes to civilisation something that, despite her mother’s teachings, she wishes her father had addressed more.


Female Snow Elf Ranger 3
Chaotic Good, Medium Humanoid (Elf)

Initiative +3 (+2 in Cold Terrain); Senses Perception +6 (+8 in Cold Terrain), Low-Light Vision

Languages Common, Elven,

AC 17, touch 12, flat-footed 15; (+5 armour, + deflection, +2 Dex, + dodge, + shield)
CMD 15
hp 35
Fort +4, Ref +4, Will +0
+2 vs. Enchantment Spells and Effects
+2 vs. Cold Effects
Immune to Magic Sleep Effects
Endure Elements in effect vs. Cold Environments only

Speed 20ft.
Base Attack +3 CMB +6
Melee +8 (+3 BAB, +3 STR, +1 MW, +1 Heirloom) Frostedge 1d12+3 x3 (S)
Melee +6 (+3 BAB, +3 STR) Club 1d6+3 x2 (B) [10ft]
Melee +6 (+3 BAB, +3 STR) Dagger 1d4+3 19-20x2 (P/S) [10ft]
Ranged +6 (+3 BAB, +2 DEX, +1 MW) Masterwork Longbow 1d8+3 x3 (P) [100ft]
Special Attacks Cleave

STR 16, DEX 14, CON 14, INT 10, WIS 11, CHA 9
SPECIAL ABILITIES Favoured Companion, Wild Empathy, Combat Style (Greataxe Fighter), Favoured Terrain (Cold)

Heirloom Weapon Adventurer’s Armoury: Bonus Masterwork Weapon and +1 Trait Bonus to hit with that Weapon only
Armour Expert Character Traits Web Enhancement: Reduce Armour Check Penalty by 1

Cold Endurance [1st Level]
Cleave [2nd Ranger]
Toughness [3rd Level]
Endurance [3rd Ranger]

Acrobatics +1
Appraise +0
Bluff -1
Climb +2
Craft (Bows) +4
Craft (-) +0
Diplomacy -1
Disguise -1
Escape Artist +1
Fly +1
Handle Animal +3
Heal +0
Intimidate -1
Knowledge (Nature) +4
Perception +6 (+8 in Cold Terrain)
Perform (-) -1
Ride +1
Sense Motive +0
Stealth +5 (+2 in Cold Terrain)
Survival +4 (+6 in Cold Terrain, additional +1 for Tracking)
Swim +2
Armour Check Penalty –1


Male Polar Bear
Neutral, Small Animal

Initiative +3; Senses Perception +5, Low-Light Vision

AC 19, touch 13, flat-footed 16; (+ armour, +3 Dex, +5 natural, +1 size, + dodge)
CMD 17
hp 25
Fort +4, Ref +5, Will +2

Speed 40ft.
Base Attack +2 CMB +4
Melee +5 (+2 BAB, +3 STR) Bite 1d4+3 x2 (P)
Melee +5 (+2 BAB, +3 STR) Claw 1d3+3 x2 (S)
Special Attacks

STR 16, DEX 16, CON 13, INT 2, WIS 12, CHA 6
Special Abilities Evasion,
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odours just as humans do familiar sights.
The creature 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 a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability 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 odour 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Toughness [1st Ranger]
Improved Natural Armour [2nd Ranger]

Acrobatics +3
Climb +3
Escape Artist +3
Fly +3
Intimidate -2
Perception +5
Stealth +3
Survival +2
Swim +7



Light 0-76lbs
Medium 77-153lbs
Heavy 154-230lbs
Drag 1,150lbs


Frostedge [Masterwork Silversheen Heirloom Weapon] (Free+450gp for Silversheen)
Club (Free)
Dagger (2gp) in Spring Loaded Wrist Sheath (5gp)
Masterwork Composite Longbow [+3 STR] (700gp)
40x Arrows (2gp)
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
20x Whistling Arrows (2gp)
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Grappling Arrow (1gp)

Clothes & Armour
Cold-Weather Outfit [Wool Coat, Linen Shirt, Pants, Leather Vest, Heavy Fur-Lined Hooded Cloak, Boots] (Free)
Snowshoes (5gp)
+1 Elk Hide Armour (1,165gp)

Magic Items
Cracked Dusty Rose Ioun Stone (500gp)



Adventurer’s Sash (20gp)
Flint and Steel (1gp)
Whetstone (2cp)
Waterskin (1gp)
2x Sacks (2sp)
Silk Rope, 50’ (10gp)
Grappling Hook (1gp)
Map Case (1gp)
Silent Whistle (2sp)

Portable Hut (125gp)
Winter Blanket (5sp)

Belt Pouch (1gp)
pp, 7gp, 3sp, 18cp




Silversheen: Blades made of this special metal count as Alchemical Silver and are immune to rust, including that of Rust Monsters, the rusting grasp spell and so on.

Snowshoes: These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square travelled.

Spring Loaded Wrist Sheath: This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As an immediate action, you can bend your wrist to cause some or all of these items to drop into your hand. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full round action that provokes an attack of opportunity).
You can only wear one wrist sheath per arm.


Five things Odette is afraid of:
1 Elves finding out her secret (see below)
2 Summer/No Snow
3 Civilisation
4 Humans finding out her secret (see below)
5 Spiders

Four things Odette loves dearly:
1 Pierson
2 Parents
3 Frostedge
4 The Land

Three things Odette is embarrassed about:
1 Lack of civilised graces
2 Not being regarded as a typical Snow Elf
3 Her mixed upbringing

Two things Odette is proud of:
1 Her adoptive parents, although it is a secret pride (see below)
2 Watching how Pierson grows with her

One thing Odette is willing to keep a secret:
1 That she was raised by Humans