Samaritha Beldusk

Shalewen's page

169 posts. Alias of Zayne Iwatani.


Classes/Levels

Hunter 2 | HP 13/13 | AC 17, Touch 14, FF 13 | CMB +2 | CMD 16 | Fort +3, Ref +7, Will +3 | Init +4 | Senses: Low-Light | Perception +9 | Spells: 1st 2/3

About Shalewen

Shalewen
Female Half-elf Hunter 2
N medium humanoid (Human/elf)
Init +4; Senses Low-light Vision Perception +9
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Defense
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AC 17, touch 14, flat-footed 13 (3+ armor +4 Dex)
hp 13 (2d8)
Fort +3, Ref +7, Will +3
Immune to Sleep
+2 Will vs Enchantment
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Offense
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Speed 30 ft.
Ranged Longbow +5 (1d8)
Melee Rapier +2 (1d6+1 18-20)
+1 attack vs those threatening Shalelu
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Statistics
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Str 12, Dex 18(+2 Racial), Con 11, Int 12, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats: Point Blank-Shot, Skill Focus (Handle Animal), Precise Shot (Class free)
Traits: Student Survivalist
Languages Common, Elven, Goblin
SQ: Animal companion, animal focus, nature training, orisons, wild empathy, Precise companion, track
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Skills:

12 class + 2 Int + 2 FC = 16
(1)Climb (Str) +5
(2)Heal (Wis) +8
()Intimidate (Cha)
(2)Knowledge (dungeoneering) (Int) +6
(2)Knowledge (nature) (Int) +6
(2)Perception (Wis) +10
(1)Ride (Dex) +8
(1)Spellcraft (Int) +5
(2)Stealth (Dex) +9
(2)Survival (Wis) +10
(1)Swim (Str) +5

--Background--
()Craft (Int)
(2)Handle Animal (Cha) +8
(2)Knowledge (geography) (Int) +6
()Profession (Wis)

--Modifiers--
+2 trait bonus on all Survival
+2 racial bonus on Perception
+3 bonus to Handle Animal
half level to survival to track


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Gear:

--equipped--
Explorer's Outfit
Studded Leather 25
Heavy Wooden Shield 7
Rapier 20
Longbow 75
Common Arrow (20) 1
--backpack--
Ranger's Kit 9 (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (3 days), and a waterskin.)
Grappling Hook 1

Load: 57 (medium) 29 without backpack

2gp


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Racial Abilities and Traits:

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-elves have a base speed of 30 feet.

Languages: Half-elves begin play speaking Common and Elven. Half-elves 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.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

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.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Student Survivalist: You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.


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Special Abilities:

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.

Animal Companion (Wolf): 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.

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: 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.

Nature Training: 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: 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.

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.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.


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Spells:

-Spells known-

--0th (at will) (DC 13)--
Light
Detect Magic
Create Water
Mending

--1st (3/day) (DC 14)--
Aspect of the Falcon
Entangle
Magic Fang
Summon Nature's Ally I


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Background:
A few years ago, Shalelu Andosanna left Sandpoint without a word to anyone, even her friend Ameiko. She has done this a number of times over the years that she has been helping the town, so few thought much of the quick disappearance. What they do remember was her return for she did not return alone. Holding her hand was small child and following behind was a rather large wolf. She said nothing about how this happened, only left the girl in the care of her friend, and left once again. Rumors flew about in the few days Shalelu was gone about this being her daughter for the girl was definitely a half-elf and there seemed to be some resemblance. But neither the girl nor Ameiko would reveal anything. And even when she returned the elf ranger didn't say much about the situation. She would just comment that she rescued the girl lost in the woods, apparently being cared for by the wolf for it stayed by her side most of the time.

Eventually the rumors died down and the girl, now known as Shalewen, became an active member of Sandpoint. As everyone expected Shalelu took the girl under her wing and taught her the ways of the forest. It was obvious she had some training already as she picked up archery, survival, and even a few divine spells as if they came to her naturally. She even accompanied the elf on shorter journeys near the town. And where ever the girl went, so too did the wolf, her ever-watchful companion. On those missions Shalelu deemed too dangerous she would leave the girl in the care of Ameiko and the good people of the Rusty Dragon. But whenever she had a moment she would find her way to the roof of the establishment to peer over the walls of Sandpoint and into the forest beyond, waiting for Shalelu's return.

Secret: Though everyone believes it, Shalewen isn't Shalelu's daughter. She is the daughter of a dear friend and fellow ranger she had known for some time. She found the girl, wounded and exhausted, on her way to meet said friend. But judging by the state of the girl and the fact that her friend's wolf companion was watching over her, it was easy to see something bad had happened. After delivering the girl to safety she set off to find her friend. And find him she did. He had apparently been ambushed by bugbears. His wife had been slain in the ambush and he mortally wounded. But even in his dying state he managed to lead the creatures away from his daughter. She found his corpse surrounded by a dozen bugbears, all peppered with black-shafted arrows. Not single one had escaped but neither had he.


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Personality and Description:
Shalewen is quiet to the point of being almost unnoticeable. She doesn't speak much, even when spoken to, and doesn't ever seem to show much emotion. Which makes things very difficult for many of the young men in town for her beauty rivals that of her care-givers, Ameiko and Shalelu. Her face is a little softer than the sharp angular features of an elf but still exotic and rare. Here hair is a bright blond like Shalelu's but her front bangs are dyed red, thanks to Ameiko. She is tall, lithe, and walks with a grace gained from years of practice traversing the wilds. She is still quite young for a half-elf but seems to carry herself with a confidence only seen in one of great experience. She doesn't speak unless sure of the words and keeps sentences as short as possible while still conveying all that needs to be said. The only time she seems to show emotion is either when she is in the forest or with one of her closest companions, her wolf, Shalelu, or Ameiko, and even then its hard to see. A small smile, a sigh of content, a few wrinkles of determination. That is about all they will get. Ameiko has been working on opening the girl up to others but it is a long process.

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Motivation:
Shalewen will follow Shalelu anywhere or any order she gives. She rarely shows any motivation outside of this.

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Animal Companion (Shadow):

Shadow
N Medium animal
Init +2; Senses: low-light vision, scent; Perception +5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 24 (3d8+6)
Fort +5, Ref +5, Will +2
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OFFENSE
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Speed 50 ft.
Melee bite +4 (1d6+1 plus trip)
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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +2; CMB +3 (+5 Trip); CMD 15 (21 vs. trip)
Feats: Improved Trip, Weapon Focus (Bite)
Skills:
Perception +5
Survival +5 (+9 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Stealth +6
Tricks:Attack, Down, Fetch, Heel, Seek, Sneak, Track
SQ: Link, Share Spells