Full Name |
Orono the Black Widow |
Classes/Levels |
INACTIVE - GAME DIED |
Size |
Medium |
Age |
22 |
Alignment |
Neutral |
Location |
The Borderlands |
Languages |
Common (Taldane), Varisian |
Occupation |
Trapper, hunter, general creep |
Strength |
11 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
14 |
About Orono the Black Widow
Orono the Black Widow
Hunter (verminous) 2
N Medium humanoid (human)
Init +3; Perception +7
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Defense
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AC 20, touch 13, flat-footed 17 (+6 armor, +1 buckler, +3 Dex)
HP 15 (2d8, +2 Con)
Fort +4 (+3 base, +1 Con), Ref +6 (+3 base, +3 Dex), Will +2 (+0 base, +2 Wis)
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Offense
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Speed 30 ft. (20 ft. in armor or with gear)
Melee Cold iron shortsword +4 (1d6/19-20/x2; piercing)
Ranged Longbow +4 (1d8/x3; piercing; 100 ft.)
Spells Known (CL 2nd; concentration +4)
• 1st—cure light wounds, magic fang, resist energy, summon nature's ally I
• 0 (at will)—know direction, light, mending, purify food and drink, stabilize
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Statistics
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Str 11, Dex 16, Con 12, Int 12, Wis 14, Cha 14
Base Atk +1; CMB +1; CMD 14
Languages: Common (Taldane), Varisian
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Feats
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Level 1
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Human
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Hunter 2
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
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Traits
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Harvester (Social): You were trained to harvest all parts of an animal with care and precision.
Benefits: You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.
Venom-Drenched (Religion): You have nothing to fear from one sort of poison. In fact, you can actually drink the toxic brew in order to make your blood dangerous.
Benefit: You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects.
Chosen Poison: Giant Spider Poison
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Skills
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Total skill ranks: 18 (12 class, +2 Int, +2 human, +2 favored class bonus)
Climb +4 [+0] (1 rank, +3 class skill)
Craft (bowyer) +5 (1 rank, +1 Int, +3 class skill)
Craft (poison) +5 (1 rank, +1 Int, +3 class skill)
Handle Animal +7 (2 ranks, +2 Cha, +3 class skill)
Knowledge (dungeoneering) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (geography) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (nature) +6 (2 ranks, +1 Int, +3 class skill)
Perception +7 (2 ranks, +2 Wis, +3 class skill)
Spellcraft +6 (2 ranks, +1 Int, +3 class skill)
Stealth +8 [+4] (2 ranks, +3 Dex, +3 class skill)
Survival +7 (2 ranks, +2 Wis, +3 class skill)
Swim +4 [+0] (1 rank, +3 class skill)
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Untrained Skills
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Acrobatics +3 [-1]
Bluff +2
Diplomacy +2
Intimidate +2
Profession (tanner) +3 (+2 Wis, +1 trait) (may use untrained - trait)
Profession (trapper) +3 (+2 Wis, +1 trait) (may use untrained - trait)
Sense Motive +2
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Gear
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Total starting wealth: 1,000 gp
Explorer's outfit (free starting outfit)
Longbow (75 gp, 3 lbs.)
20 cold iron durable arrows (40 gp, 3 lbs.)
Cold iron short sword (20 gp, 2 lbs.)
Breastplate (200 gp, 30 lbs.)
Masterwork darkwood buckler (205 gp, 2 1/2 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• 3 alchemist's fire (60 gp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Ink (8 gp)
• Journal (10 gp, 1 lb.)
• 5 vials (5 gp)
• 162 gp, 9 sp
]
Pony, combat-trained (45 gp)
[
• Harness (2 gp, 2 lbs.)
• Pack saddle (5 gp, 15 lbs.)
• Saddlebags (4 gp, 8 lbs.)
• [
•• Bedroll (1 sp, 5 lbs.)
•• Masterwork bowyer's tools (55 gp, 5 lbs.)
•• Masterwork poisoner's tools (55 gp, 5 lbs.)
•• Trail rations, 10 days (5 gp, 10 lbs.)
• ]
]
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Hunter (Verminous) 2
Weapon and Armor Proficiencies: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spell Casting: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score.
Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Vermin Companion (Ex): At 1st level, a verminous hunter must choose a vermin companion instead of an animal companion.
This ability alters animal companion. The hunter tactics class ability allows a verminous hunter to grant her teamwork feats to a mindless vermin companion.
Chosen companion: Giant Spider
Tricks: Attack, Heel
Vermin Empathy (Ex): A verminous hunter gains the wild empathy ability, but can use it only to influence vermin (not animals or magical beasts).
This ability alters wild empathy.
Vermin Focus (Su): A verminous hunter can take on the aspect of a vermin. This functions as animal focus, but allows only the following choices.
* Ant: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
* Beetle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)
* Centipede: The creature gains a +2 competence bonus on Climb checks and a +2 bonus to CMD against pull, push, reposition, and trip combat maneuvers. These bonuses increase to +4 at 8th level and +6 at 15th level.
* Cockroach: The creature gains a +4 bonus on saves against cold dangers, disease, heat dangers, starvation, thirst, and on Constitution checks to avoid suffocation. These bonuses increase to +6 at 8th level and +8 at 15th level.
* Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
* Flea: The creature gains a +4 competence bonus on saves against disease and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
* Fly: The creature gains a +2 bonus on Perception checks and on Acrobatics checks to balance or fall safely. These bonuses increase to +4 at 8th level and +6 at 15th level.
* Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent. These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself.
* Mantis: The creature gains a +2 bonus on attack of opportunity attack rolls and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +4 at 8th level and +6 at 15th level.
* Moth: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature gains blindsense to a range of 10 feet.
* Phasmid: The creature gains low-light vision and a +4 competence bonus on Stealth checks in forests or plains. This bonus increases to +6 at 8th level and +8 at 15th level.
* Scorpion: The creature gains a +2 competence bonus on Stealth checks and grapple combat maneuver checks. These bonuses increase to +6 and +4 respectively at 8th level, and +8 and +6 at 15th level.
* Spider: The creature gains a +2 competence bonus on Stealth checks, saving throws against web effects (magical or otherwise), and checks to break free of webs. This bonus increases to +4 at 8th level and +6 at 15th level.
* Wasp: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
* Worm: The creature gains fast healing 1 and a 25% chance to treat any critical hit or sneak attack as a normal hit (as the fortification armor special ability). This increases to fast healing 2 and 50% at 8th level, and fast healing 3 and 75% at 15th level.
This ability replaces animal focus.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Chosen Feat: Precise Shot
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
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Backstory
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Description: Orono has unusually smooth skin for someone who spends much time out of doors, with a slight reddish hint from wind and sun. Her hair is jet black and usually coiffed, though it is very long when left free. She is slim and very nimble, with angular features. Her eyesockets often look bruised. She has small feet and she tends to huddle in on herself unless a fight is imminent, at which point she draws up to her full (not very tall) height, like an animal making a threat display against a predator.
Her armor and clothing use various shades of brown and black. Her breastplate is stained with a black varnish, scratched up from many encounters' worth of use. She usually wears a long velvety purple-black cloak. While this is noticeable in common society (as black dyes are expensive), she doesn't particularly care.
Hair: Black
Eyes: Brown
Height: 5' 6"
Weight: 115 lbs.
Age: 22 years
Personality: Orono seems a bit forbidding and off-putting. She has very precise mannerisms and while she is completely capable of mixing in polite company, she doesn't seem to care that her behaviors may seem a bit odd to others. Truthfully, she finds many of the conventions of society boring and confining.
Orono is fastidious in keeping herself clean, she exhibits very careful gestures when eating, and she likes dark and quiet places, especially when she is overstressed. In spite of these behaviors, she has a softly alluring presence and she is well-spoken, and very much able to hold her own in social situations. She has little tolerance for people who are rude, boorish, or sloppy.
Orono is often in a quietly good mood, enjoying the humor of watching people go through the steps of civility and human interaction. She has a barbed wit when pressed. She eventually opens up to people who are persistent in getting into her good graces, but even then she continues to exhibit her odd behaviors.
In short, Orono is a quiet confidante, and can be a solid friend and companion, but you have to be willing to put up with her oddities.
Background: It's a bit odd for young girls to show an interest in collecting flies and insects as a hobby. Yet Orono enjoyed that fascination - and she kept a small terrarium, too, in order to house some of her pets. Her favorites were always spiders.
Beyond this oddity, Orono was a wild child from a mixed family, a rustic group of settlers; her parents ran the local trading post, and frequently one or both would take trips back to civilized lands to fetch new supplies to sell, or to bring back furs and foodstuffs from the local trappers and villagers to trade in the cities. Orono's family was middling: she had two sisters and three brothers, all of whom were involved to some degree in the various elements of the business. Orono interacted with many of the hunters and trappers who came through the trading post, selling furs and meat in exchange for goods from abroad. As she grew up she became a gangly young woman who exulted in the freedoms of running abroad through the wild lands, and a keen-eyed huntress herself.
After reaching adulthood, Orono decided to take up the hunter's trade herself - besides, in such a large family, she'd never inherit much; she had to make her own way. She doesn't begrudge her family this - it's just the way things worked out. Besides which, she is happy to have the freedom to make her own way, instead of having to run the business or settle down and marry someone boring. (Not that there was much demand for her hand, anyway.)
For a couple of years Orono worked her way west, learning more of the terrain and becoming increasingly familiar with the borderlands, sometimes working with teams, other times working alone. She continued to hold a fascination for insects and arachnids, and during a tense encounter with a small clutch of spiders in a dark forest grove she somehow connected with them - instead of attacking her, they seemed to treat her as "not-prey," simply leaving her alone. She senses that she has a deep connection to arachnids but doesn't know why - but she doesn't question it much. She even took a hatchling with her; the spider follows her around and has grown to an immense size. It follows her directions (again, she isn't sure why, but she doesn't much care) and scares the pants off of peasants (a hindrance, to be sure).
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Animal Companion
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"Briella"
Giant Spider (small)
Size Small; Speed 30 ft., climb 30 ft.; AC 14 (+3 Dex, +1 size, +0 natural armor); HP 13/13; Fort +3, Ref +6, Will +0; Attack bite +0 (1d4-2 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 feet; CMD trip +12.