Snowcaster Sentry

Yeda Wolfspirit's page

794 posts. Alias of PaleDim.


Race

| F+6 R+2 W+1; +2 vs spells cast by self or an ally | Init+1 | Perc+8 SM+0 | Speed 40ft | Bloodrage 20/20 | Elemental Strikes☐☐☐ | Spells 1st ☐☐

Classes/Levels

| Active conditions: none

Gender

female shoanti elemental water bloodrager 5 | ♥️65 | ⛨17 t12 ff16; resist cold 10 | CMB +10, CMD 22

Occupation

☐☑

About Yeda Wolfspirit

Female human bloodrager 5
CG Medium humanoid (human)
Init 1; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex)
hp 65 (5d10+15)
Fort 6, Ref 2, Will 1; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; Resist elemental resistance
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mar'du +11 (2d6+7 S/19+) or
. . nualia's blade +7 (1d10+6 S/19+)
Ranged javelin +6 (1d6+5 P)
Bloodrager Spells Known (CL 5th; concentration +7)
. . 1st (2/day)—enlarge person (DC 13), expeditious retreat, true strike
. . Bloodline Elemental
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Statistics
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Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB 10; CMD 22
Feats Arcane Strike, Cleave, Eschew Materials, Extra Rage, Furious Focus[APG], Power Attack
Traits sea-souled (coastline or island), water-touched
Skills Craft (armor) +6, Handle Animal +10, Intimidate +10, Perception +8, Spellcraft +8, Survival +8, Swim +10
Languages Common
Other Gear scale mail, nualia's blade, javelin (4), mar'du, ring of protection +1, backpack, bedroll, flint and steel, waterskin, winter blanket, 21 gp, 4 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (20 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Elemental Resistance (Ex) Gain resistance to bloodline element when raging.
Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Cold dam for 1 rd.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Background
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The Shadde-Quah are well known for their relative mistrust of outsiders. Even so they made occasional trade with passing Varisian caravans who came looking for treasures that the clan had found on the nearby seas.

Little Yeda didn't share this mistrust and was always fascinated by the traders who seemed to bring wondrous stories and things. Her clan's cliff dwellings in the Calphiak Mountains seemed like such a small world to her.

While the other young members of her tribe looked forward to voyages on the high seas, she simply wanted to roam further out into the world and see what other interesting people and things didn't fit on those caravans. She did put in her time at sea, but mostly just enjoyed the feeling of freedom that swimming afforded.

Where she diverged in matching local attitudes, she made up for with her fighting ability. Instead of the traditional axe, she traded with one of the passing caravans for a greatsword and some limited access to training. She practiced with it day and night for months after she obtained it, keeping it near her even as she slept. Although her older brothers were ashamed of her "irresponsible lack of caution" with outsiders and their weapons, they took great delight in watching her embarrass her peers in combat. This made it hard to have many friends of her own age within the clan which drove her further to socialize with passing outsiders. Older, softened members of the clan were somewhat friendlier with her, regarding her as a bit of an instigator but they respected her ferocity in battle and good spirits otherwise. Since she longed to range away from the dwelling into the valleys and beyond they named her the Wolf-spirit.

One year, the passing caravan came with a small circle of sorcerers. She was instantly fascinated by all of their activities. Their alchemical crafting, their somatic gestures before some fantastic effect would erupt. Amused by her they began to explain their ways and entertain her questions for hours every day.

The clan elders became concerned with this and called a meeting with her parents to ridicule them for letting such behavior flourish. When they confronted her a heated argument ensued. "You don't need these dark ways that corrupt the soul! You're just as capable a warrior as any young member of the clan..." Predictably both sides stormed off in anger.

Though she knew she may regret it soon, she decided her world was continuing to shrink and it was time to open it up for herself. The caravan was leaving just then and she stole away with them. It was time to see the world.

The first stop was Riddleport. Her initial experiences were... less than ideal. The variety of danger that can happen upon an unsuspecting traveler in that city were too much, too soon for the freshly reborn Yeda. She was nearly robbed in an alley and after defending herself in brutal fashion had to flee the city and stick with the caravan at the gates until it left again. Nevertheless, she understood that there would be bad with the good in exploring the outside world. So she stuck with it hopeful that their future stops would be more positive.

After a pleasant journey down the coast, which included several enriching stops, the caravan stops off in Sandpoint. Kera shows her around town. Yeda particularly enjoys the glass blowers and plays at the town theatre. She and Kera begin to see shows on a regular basis, spending hours after talking about what they liked and then swapping opposing childhood stories. Kera seems increasingly interested in Shoanti culture.

She decides to put her abilities to work with some odd muscle jobs for Sheriff Belor Hemlock, rounding up wanted thugs. She isn't really into this job so much as it constantly exposes her to negative elements of this community, so she quickly moves onto a job accompanying the local ranger Shalelu on her scouting patrols. She really admires Shalelu's survival and hunting instincts.

Each night after this work Yeda tells Kera all about her daily adventures. Kera is fascinated but has some reservations about the general attitude towards goblins. Yeda is taken aback by this at first but it does cause her to pause and consider it. Still, she trusts Shalelu and her instinct about who the enemies of Sandpoint really are.

Who knows what other friends she'll make or adventures they'll have during her stay in Sandpoint...
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Personality
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Yeda is generally friendly and inviting as she still looks forward to meeting new types of people, ways, and arts. As she has chosen her current nomadic state, she's generally good-spirited and of course accepting of adverse conditions per her clan upbringing.

She is an idealist with a healthy skepticism of cultural traditions, but the further she gets from home the more she treasures them as a reminder of where she came from.