Friendly Fighter

Serolt's page

532 posts. Alias of Euan.

Full Name

Serolt Wathan


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]


5' 11" and 195lbs




Neutral Good




Common, Shoanti

Strength 14
Dexterity 19
Constitution 10
Intelligence 10
Wisdom 14
Charisma 10

About Serolt

Stats & Saves:
Hunter (divine hunter) (5)
Base Stats (unenhanced by magic - 20pt build)
Str 14, Dex 19, Con 10, Int 10, Wis 14, Cha 10

Saving Throws
Fortitude = +6 (Base +5, Con +0, Cloak +1)
Reflex = +10 (Base +5, Dex +4, Cloak +1)
Will = +5 (Base +2, Wis +2, Cloak +1)

Armor Class = 19
Flat-Footed AC = 15 (Armor +4, ring protection +1)
Touch AC = 15 (Dex +4, ring protection +1)

BAB = +4
CMB = +6 (Str +2)
CMD = 20 (Dex +4)

HP = 33 (d8 class)

Initiative = +4 (Dex +4) (+2 if acts in surprise round)
Movement = 30'

Feats & Traits:

Savanna Child (You gain a +1 trait bonus on Handle Animal, and it is always a class skill for you.)
Influence (+1 sense motive and makes it a class skill)
Friends and Enemies (Heavy Warhorse and Lifetime stabling)

Point Blank Shot (human)
Rapid Shot (first level)
Precise Shot (second level bonus feat)
Deadly Aim (third level) (-1 attacks, +2 damage)
Weapon Focus (bow) (fifth level)

6(base) +1(human) +1(favored)
Acrobatics = +4*
Appraise = +0
Bluff = +0
Climb = +6* (1 rank +3 class)
Diplomacy = +1 (1 rank)
Disguise = +0
Fly = +6 (2 ranks)
Handle Animal = +10 (6 ranks +3 class +1 trait) (+4 with Regin)
Heal = +7 (2 rank +3 class)
Intimidate = +0
Knowledge Geography = +4 (1 rank +3 class)
Knowledge Nature = +4 (1 rank +3 class)
Knowledge Religion = +4 (1 rank +3 class)
Perception = +13 (6 ranks +3 class +2 racial)
Ride = +10* (3 ranks +3 class)
Sense Motive = +11 (5 ranks +3 class +1 trait)
Spellcraft = +9 (6 ranks +3 class)
Stealth = +13* (6 ranks +3 class)
Survival = +11 (6 ranks +3 class) (+3 class when Tracking)
Swim = +6* (1 rank +3 class)
Wild Empathy = +6
*Armor Check Penalty -2
Languages Common, Shoanti

Spells & Special Abilities:

Animal Focus (Su): A hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a 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 (6m/day). This duration does not need to be consecutive, but it must be spent in 1-minute increments. Normally, the hunter can emulate only one animal at a time.

Improved Empathic Link (Su): This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex): A hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Animal (Feather) Domain: The divine hunter must select one domain (Animal, Feather) from those available to her deity. She gains the granted powers of this domain, using her hunter level – 2 as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed.

If the divine hunter selects the animal domain, she does not gain a second animal companion upon reaching an effective cleric level of 4th (6th hunter level). When the divine hunter would gain that ability, her animal companion instead gains two ability score increases (gaining +1 to two different ability scores or +2 to one ability score). If her animal companion dies or is released, when she gains a new one, it benefits from this ability score increase.

In addition, the divine hunter adds the 1st-level domain spell from her domain to her list of spells known (Calm Animals). She adds the 2nd-level domain spell at 6th level (Feather Fall), the 3rd-level domain spell at 9th level (Fly), the 4th-level domain spell at 12th level (Summon Nature's Ally IV), the 5th-level domain spell at 15th level (Beast Shape III), and the 6th-level domain spell at 18th level (Fly, Mass).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (hunter level -2: +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Otherworldly Companion (Su): If the divine hunter is good (or worships a good deity), the animal companion gains the celestial template (link). If the hunter is evil (or worships an evil deity), the animal companion gains the fiendish template. If the hunter is neutral and worships a neutral deity, she must choose either the celestial or fiendish template; once this choice is made, it cannot be changed. The companion's CR is considered to be equal to its Hit Dice for the purpose of the celestial or fiendish template.

Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (4/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Natures’ Ally II

Equipment & Wealth:

Comfortable leather-durable clothing
Chain Shirt (+4AC, -2ACP)(100gp)(25#)
+1 Composite (+2) Long Bow, darkwood, masterwork (2,630) (3#)
Long Bow (75gp)(3#)
2 Quivers of arrows (40 assorted arrows)
Long Sword (15gp)(4#)
Dagger (2gp)(1#)
Holy Symbol to Erastil, wooden (neatly carved scroll work) (5gp)
Spell Component Pouch (5gp)(2#)
Amulet of Mighty Fists +1 (Regin)(4kgp)
Lesser Metamagic Rod of Reach Spell (3k)
Cloak of Resistance +1
Ring of Seven Lovely Colors
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds
Potion of Gaseous Form
Wand Cure Light Wounds (50)
Sling Bag (19gp) (20#)
- Bundle of Cold Iron, silver blanch Arrows (25) (6#)
- Bundle of Cold Iron Ghost Salt Arrows (10) (201gp) (3#)
- Bundle of Blunt Silver Blanch Arrows (18) (12gp) (6#)
- Alchemy Fire x2 (40gp)(2#)
- Bedroll & winter blanket (1gp)(2#)
- Candle x5
- Steel flagon and wooden bowl (1gp)(1#)
- Flint & steel (1gp)
- Manacles, MW (2#)
- Paper, lots of little scraps, and a pencil (5gp)
- Rations x4 (1gp)(1#)
- Spell Component Pouch (5gp)(2#)
- Holy Symbol to Erastil, wooden (simple) (1gp)
- Tindertwigs x5 (5gp)

Heavy Warhorse (free)
Bit, Bridle, Blanket, Military Saddle (23gp)(34#)
Saddle Bags (9gp)(15#)
- Rations x4 (1gp)(1#)
- Bundle of Cold Iron Arrows (40) (4gp)(6#)

Weight: 58# (medium load >58#, heavy load > 116#)
Total Cash: 909gp

(N Small Celestial Fire Pelt (Companion))
Init +7; low light vision, darkvision 60', scent

AC 25, touch 20, flat 14 (+8 dex +5 natural +1 size +1 dodge)
HP 45 (HD: 5 (27hp), Con (18hp))
DR: 5/evil
Fort +8, Ref +13, Will +3 (base: 5/5/2) (often +1 from Shield Companion not included)
SR: 11, Resist Cold, Acid, and Electricity 10

Speed 50'
Bite +13 (d4+8+trip:5), x2 claws +13 (d2+8)
Smite evil 1/day as a swift action (adds Cha bonus to attack rolls (+0) and damage bonus equal to HD against evil foes (+5); smite persists until target is dead or the celestial creature rests)

Str 14+2, Dex 26, Con 16, Int 3, Wis 12, Cha 6
BAB +4, CMB 5, CMD 22
Acrobatics: +13 (2 rank), Climb +7 (1 rank), Perception +5 (1 rank), Stealth +16 (1 rank), Swim +7 (1 rank)
Weapon Finnesse, Power Attack (-2/+4), Dodge

(9+3) Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch
Link, Share Spells, Evasion (no damage if save vs Reflex)
Animal Focus: Bull (+2 Str - applied)
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Small: Gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty to Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Amulet of Mighty Fists +1

Serolt is a Shoanti warrior with all that implies. He’s not particularly tall, for a Shoanti, but he is broad and well built. He wears chain amor and has two deep quivers along with a bow strapped to his back. A bulging sling bag rests over one shoulder, and a dagger and long sword stick out from his belt.

Though bristling with weapons, he doesn’t come across as intimidating as he often seen playing with his Fire Pelt, a friendly nuzzling creature named Regin. (A black-and-red-furred mountain lion known to stalk much of northwestern Varisia. The color of their pelts changes from predominantly black to a range of autumnal colors with the seasons.)

He has a few tattoos, nothing terribly obvious (upper arms and back mostly - a natural patterned design) but he’s interested in getting more if he finds a skilled artisan. Not readily noticed, but certainly distinguishing, Serolt is missing his left pinky finger at the knuckle.

He spent much of his childhood wishing he was bigger and much of his adult-hood wishing he was better. As a youth, he did a pretty good job hunting for the tribe, and went out with much older hunters frequently. He was good with the bow - provided there wasn’t too much cover.

But his skills seemed to plateau after a while like the Storval plains in which they lived. His friends improved in various ways, but his combat skills stifled. More and more, he went off alone to hunt, and brought back the usual ‘small’ kills - prey he could manage.

It was on one of these hunts that he targeted a particularly beautiful Fire Pelt. On downing her (as he would discover) he came across a little litter of youthful Fire Pelts, only recently weaned. This moment closed in on the young man and changed his outlook on life.

Partnership with nature was just that. A partnership. All he had done, thus far, was take. He was a parasite on the land - he must learn to have a symbiotic relationship instead. There must be some sort of balance in all things. Take - sure - but give back as well.

So he stopped his life and raised that litter himself. Instead of being gone a few days on a hunting trip, he was gone months on a life journey. He returned to the Shiikirri-Quah (The Hawk Clan) with the largest of the brood and a changed man, and the tribe embraced him, granting him a new name - Serolt.

Still, Serolt was restless. He had seen, firsthand, what unbalance could do in a persons life, surely there were larger imbalances in the world. Imbalances he could help restore. Driven by an inner voice, he once again left his Quah, this time not planning to return for some years - if ever!

He thought he should first claim his prize in Sandpoint - thanks to his cousin, he had a prize of some sort waiting for him there, and he thought he might as well start with that.

10-Minute Background:
Step 1 (essential concepts)
- Serolt is one with the land around him, or tries to be. He pays attention to what the world is telling him, not just the words he hears from others.
- He is very close to Regin, his fire pelt companion. He raised Regin from a very young pup, and is like a mother to him.
- He feels very strongly in the tenants of Erastil. Not with the devotion of a paladin perhaps, but strongly none the less.
- He measures himself constantly, and strives to be better than he is.
- He is very forgiving of his allies faults and foibles. Moving through life with friends is better than moving through life with perfection.
- His Quah, his tribe, is a vital part of who he is, and he continues to serve them as he can in this foreign land.

Step 2 (fundamental goals)
- I’d like Serolt to have some political ambitions, eventually. He has started as an outsider in Sandpoint, but eventually he’d like to have a stronger effect on the community as one of their chosen leaders.
- Regin needs to die. Of course there is a risk he’ll die prematurely, but with luck he won’t perish until later in the campaign. Serolt needs to grieve Regin, and recognize his link with nature is not in his companion, but rather in himself. If Regin does survive long into the campaign, perhaps he’ll set him free at some point for the same cathartic moment.

Step 3 (secrets)
- Though he claims to be an independent actor, he is still very much attuned and devoted to his Quah. His purpose in Sandpoint is not only for his own edification, but also for his people. He is not a spy per-se, but he is planning to provide complete reports about Sandpoint and the surrounding communities to the Shoanti. He does not believe this is to plan an invasion or anything, just getting to know the neighbors… carefully, without exposing their own secrets.
- Something in his past, or maybe near future, has gotten him noticed by a reasonably powerful caster - someone with the ability to scry. This individual perhaps believes he or she can use Serolt in his simplicity to further their own ends. So they keep tabs on him from time to time, and perhaps even reach out, cryptically, with suggested plans. They may pretend to be a supporter, or even a member of his own culture, but really they’re trying to mold a future tool.

Step 4 (two friends, one enemy)
- Perhaps his closest friend is the Shaman who sent him into the civilized world. Serolt planned to see the world and find his place in it, but his will was sharpened by Ifor Trevor. This much older man watched him grow and, though he wasn’t present physically for his awakening, was present spiritually with guidance and help after the event. Serolt hears his voice in his head as a peaceful advisor.
- As a youth especially, Serolt was very competitive and often played/fought with a friendly rival, Gareth Hanmar. We used to call him ‘Gar’ as he swam better than all the other boys his age. Better than most of the older folks too! Gareth was always a little better than Serolt, but he was polite enough to lose now and again to his friend.
- His sister does not understand Serolt. He was growing up well, and should be the head of the household, not running off among the heathens out there in the world trying to help those who have only ever harmed the Shoanti people. Ffion nearly attacked him when he announced he was leaving the family to travel, particularly as father died only a few seasons earlier and mother was stretched to keep the family whole. Ffion was now to lead the family instead of Serolt - a task for which she is both ill suited and hates - and her anger falls on Serolt for seemingly blithely departing.

Step 5 (memories)
- He was drowning. Normally a reasonable swimmer, the current caught him and threw him against a rock, briefly knocking the wind out of him. On land, no big deal, just wait a moment for it to clear and breath again normally. But in the near frozen, fast flowing, mountain river, it was another thing altogether. He managed to make it to the next rock and clung on for dear life as his breath returned, but swimming was never a strong desire after that. He didn’t avoid the water, but he never trusted it.
- When he left home to travel to Sandpoint, his mother kissed him gently on the top of his head, blessing him and his journey. She did not cry, though she suspected she might never see her first born son again. Though he was eager, as you may imagine, to begin his journey, he stayed in the moment and kissed her back, promising to at least write, knowing that his sister must read the letters as mother is illiterate.
- On his way to Sandpoint, he passed a tiny village, more of a cluster of farming hovels than anything. Hoping for some direction, and maybe a handful of salt, he stopped by one of the homes. Their reaction to this ‘savage’ was direct and brutal and he nearly didn’t make it out alive. He learned that his kind was feared in some parts, and knew, in the depths of his mind anyway, that the raids conducted by his and other Quah’s was likely the reason.