![]() About Rowan MeyerRowan is a simple man. He and his companion mostly live in the woods, though as of late have been trying to reconnect with society. While clearly a wild pair, they are good at what they do-and that's hunt creatures that cause problems for civilized folk. This is their story, Meeting:
Rowan was 18 years old when he took his little sister Abigail in to the woods for a hike. It was cold. Snowy. It was mid winter when the two of them decided to go out onto the frozen river and just poke at the snow to watch the fish below. Crack! Abbey's stick snapped. Rowan handed her his, chuckling, tussling her hair. He looked at her beautiful, sparkling blue eyes, a stark contrast to his greenish gray, and smiled. He went back to the thicket to grab another, sturdier one.
That was when he heard the scream. The whole town was shaken. The daughter of the mayor brutally killed in the woods by some sort of creature, and his son was nowhere to be found. Of course. Rowan blamed only himself. He couldn't go into town, face the people there... or his parents... not yet. Not until he'd avenged her. Unable to look his parents in the eye, he stole one of his father's short swords, then took off into the woods once more. He made his way back to the same spot on the river, clanging the sword on the red-stained ice, and sure enough the beast appeared. Rowan had no idea what he's got himself into. The largest wolf he had ever seen, a direwolf, loomed over him as he took a step back. Crack. This time the ice beneath his feet. Stepping cautiously to the side, he baited the wolf. He slammed the sword on the ground, trying to get it to look at him, move, strike. It merely glared and growled. Then he took a step forward. Sure enough, the wolf bent low, crouching, and pounced! Rowan lept to the sideit slammed into the cracking ice. Flailing, unable to get back up out of the water, Rowan watched it until it's struggles lessened, then carefully made his way closer to end the beast. Collapsing into the snow on the nearby bank, he sighed, relived. He had done it. It was then he heard the whimpering. Following the sound, he found a burrow under where a tree had fallen against a large rock. There he found the small cub. He was torn. The creature was innocent, right? Or was it a monster, like it's mother. He couldn't risk it. He grabbed his sword, stood over the cub, and raised his blade. The cub rolled over, looking up at him, and he dropped the sword. Those eyes. So sparkling. So blue. He couldn't do it. but he couldn't go back either. Scooping up the cub, he ran. Ran, deep into the woods. he and his new little sister. Coming Back:
Since then, he and Abbey have lived in the woods, hunting, tracking. He raised her up right, almost like one would a dog. And they bonded, forming a deep connection few could understand. So he didn't try to get them to. They lived out in the wild, rarely if ever visiting towns. The two of them were wild. And eventually, Roman began to feel the effects of the wild on himself. He found he could emulate the animals he'd grown to be a part of.
But he couldn't shake it. He still wanted to go back to society... somehow. And it was while they were on the road together that he got his chance. For while they were near a small village, hiding along the tree line aside the road, he heard tale of a creature that was giving the townsfolk trouble. Apparently something vicious had been attacking their livestock, and now the miller's daughter had gone missing. He looked to his wolf, straight into her eyes. Innately, she began sniffing around, like trying to pick up a scent. The two of them made their way to where the sheep had been disturbed. They picked up the scent there, and followed it for a few miles, deep into the woods. There they encountered some sort of bear monster. Working perfectly together to take the beast down, they dispatched it and went to leave, only to find themselves running into a wall of townsfolk with pitchforks and torches. Pulling out his bow he'd eventually made himself, the two were on guard, ready to deal with these people-but they were hardly angry. They were cheering! The two were brought into town, regarded as heroes, and given a feast. Rowan wasn't quite sure what to make of it all-he and Abbey were heroes! Monster hunters! And they were gaining some form of reputation it seemed, for when they went to the next village, it seemed some people knew who they were already. For a while, this became their life. hunting troublesome creatures-seemed Rowan was destined for it. it even started to go to their heads a bit, going after tougher and tougher creatures. And it was while dealing with them they heard tale of creatures worthy of their hunt deeper in Varisia. Making their way there to hunt b the Sandpoint Devil, he and Abbey stopped in Sandpoint for some rest, relaxation, and restocking their supplies. Crunch:
Rowan and Abigail
Rowan
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Languages Common,
Mundane
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Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw — regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Animal Aspect 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 hunter 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. 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. 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 empathycheck 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. Elven Traits Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentrationchecks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. Tongue of the Sea: Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages. Spells:
Companion:
Abigail Str 15 (13+2), Dex 15, Con 15, Int 2, Wis 12, Cha 6
AC=14 Fort 5, Ref 5, Will 1 Feats: Power Attack Skills: Tricks
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