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Building Character - Analei, Level 7

Given what happened when she returned to her temple, Analei is beginning to see that she isn’t welcome there. Very well, she’ll move on. It’s a long shot to take, but a roll of 38 on the wilderness background table is a result of explorer, which is suitable. Her Reputation increases by +1, but she still doesn’t get a contact, nor any form of recognition. She gets Endurance as a free feat for being a 3rd-level ranger, and puts 2 skill points each into Knowledge (nature) and Knowledge (geography), and 1 point each into the other three skills mandated by this background event. She puts her remaining skill point into Swim, because until now, she never had the chance to learn.

Analei the Wanderer CR 7
Female human cleric 2/paladin 1/ranger 3/fighter 1
LG Medium humanoid (human)
Init +1; Senses Listen +5, Spot +6
Languages Celestial, Common


AC 16, touch 11, flat-footed 15 (+1 Dex, +5 armor)
hp 47 (5d8 plus 2d10 HD)
Fort +10, Ref +4, Will +6
Reputation +3
Speed 40 ft. (8 squares)
Melee +1 undead bane longsword +9/+4 (1d8+3/19-20) or +1 undead bane longsword +7/+2 (1d8+3/19-20) and mwk shortsword +7 (1d6+1/19-20) or
Ranged mwk composite longbow +8/+3 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Atk Options favored enemy orcs +2, Power Attack, smite evil 1/day (+3 attack, +1 damage)
Special Actions turn undead 10/day (+5, 2d6+5, 2nd)
Cleric Spells Typically Prepared (CL 2nd):
1st—command (DC 13), comprehend languages, protection from evilD (CL 3rd), summon monster I
0—create water, detect poison, guidance, purify food and drink
D: Domain spell. Deity: Heironeous. Domains: Good, Law.
Spell-Like Abilities (CL 1st):
At will—detect evil
Abilities Str 14, Dex 12, Con 11, Int 12, Wis 15, Cha 16
SQ wild empathy +6 (+2 magical beasts)
Feats EnduranceB Extra Turning, Investigator, Mounted Combat, Persuasive, Power Attack B, TrackB, Two-Weapon FightingB
Skills Appraise +1, Balance* +0, Bluff +5, Climb* +2, Concentration +2, Craft (default) +1, Diplomacy +3, Disguise +3, Escape Artist* +0, Forgery +1, Gather Information +6, Heal +2, Hide* +3, Intimidate +6, Jump* +11, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (religion) +7, Move Silently* +3, Perform (default) +3, Profession (siege engineer) +3, Ride +3, Search +4, Sense Motive +2, Spellcraft +6, Survival +6, Swim* +1, Use Rope +1
*Armor Check Penalty: -1 for armor (doubled for Swim, already included)
Possessions +1 undead bane longsword, +1 chain shirt, boots of striding and springing, masterwork short sword, masterwork composite long bow (+2 Str), 20 arrows, quiver, silver holy symbol, belt pouch, cleric’s vestments, traveler’s outfit

Moving southward, Analei continues to question everything she has been taught. She knows that doing so is tantamount to blasphemy, but is it possible that she has been living a lie? Her travels carry her into the Wooly Bay, through the Welkwood, and into Celene. Her future seems uncertain at this point, even to herself.