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About Quen GladegazerHalf-Elf Hunter/Shaman 1
Speed 30' Spellcasting:
Hunter 0th spells known (4):
1st spells known (2):
3 slots Shaman (spirit magic in italics)
1st spells (4):
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Traits:
Languages: Common, Elven, Androffan Skills (10 points; 6 Hunter, 0 INT, 2 background, 2 favored classes)
(0) Acrobatics +1
Special Abilities:
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 available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). 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 companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. 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. 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 new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends. Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day. 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. Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter 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 hunter and the animal 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. The hunter 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. Healing Hex (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds. Heaven's Leap Hex (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours. Stardust (Su): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Racial Traits:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adapability: Skill Focus as a bonus feat Multitalented: Choose 2 favored classes at first level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Inventory:
0 PP 240 GP 0 SP 0 CP Background:
Part of a small Kellid tribe in the Northern lands, Quen Gladegazer was an old soul in a young-spirited community. While he espoused many of the practices outsides might have considered "primitive" - such as paying homage to spirits of the land, living in crude tents, and befriending the wildlife - he did not fully fit the barbaric reputation of his peers. While it was true they all held great distain for the autocracy in Torch despoiling the land and dispelling any footholds the shamanism might have had on the populace, Quen wasn't quite so certain the mechanical studies of the Technic League were sacrelige. It was true those in the league were often the worst sort of people - slavers, despots, prideful bastards. But the topic of study?
A two-spirited man of his tribe, Quen was fast-tracked on the path to being one of the tribe's spiritual leaders. Conflict with the more "civilized" settlements on the outskirts of their territory in Numeria had thinned their numbers; Quen lost both his parents as well as his love interest in such conflicts. His strong, but small, circle of friends cheered him as he passed his rites and became a shaman proper, but his loneliness left him seeking something more... An omen if there ever was one then, the spirits manifested themselves in the form of a heavenly fox, Brightstar, whose fur was as white as the snow. The otherworldly canine got along well with Quen's best friend, his wolf, Silvermane. Sometimes the trio would hunt with the other men, but they did fine alone, and their lower profile allowed them to get closer to Torch. Brightstar had the lure of the heavens, and he could float slowly through the air. Quen was clever, using this voyeur to see what was not meant to be without getting captured. It seemed metalmen and the like were objects of fancy for the Technic League. And special types of metal? Hmmm. Though his tribe was adamantly opposed to him associating with such concepts, Quen couldn't help but remember Brightstar came from the heavens, and the skymetal that Torch was fascinated with was too. What if excluding one was an affront to the spirits? What if neglecting this new thing pushed them away from making contact with the ancestors? He was determined to find out... Personality:
Patient and private, the seer of the northerners is one with the land around him and the spirits that inhabit it. He listens, watches, and feels the cycle of life in motion around him. Quen embarks in in-depth conversations with his few friends about how best to see to the next season's hunts and crops or which manner of leathers would be most suitable for new terrain, but he is not a fan of small talk. He chooses his words carefully and means what he says. A small compliment from him means much.
The loneliness in his small band as a two-spirited man has left him time to explore, and Torch seems like a dangerous temptation. The slavery was disappointing, and the Technic League insulted the land with their disregard for it. Yet some of these delvings they performed ... they were not of man or land. The usually introspective spirit guide was driven out of his shell by this recent activity, becoming more outgoing than usual, more willing to test the boundaries of tradition. Appearance:
His human heritage reigning strong, Quen's beard matches his chestnut hair, though it's kept short by a dagger's edge. The same dagger keeps his mane to shoulder length, and he is fit as a fiddle. The ears and slender frame for someone of his height give away his Elven heritage though, and his lime eyes hold gazes well, so many people miss much else.
Those especially perceptive would notice the young man's legs are much more powerful than his arms. Though able draw a bowstring just fine, it's his insight where the real skill lies; as the youngest shaman of his tribe, Quen looks to avoiding issues before they get to the detail of the warriors. This Technic League and their investigations could well be one of those situations. |