Pathfinder Society -hahmot

Ta-weret of the River Junira

Hi, traveler, do join our company for a meal. Oh, don't mind the the hippo, she's just a big softy

Female Halfling Druid 8
Neutral Good Small Humanoid (halfling)
Player <Mary Leathert> (<46283-7>)
Xp 22
Faction Scarab Sages
Prestige/Fame 29/36


Init +4
Senses Perception +16


AC 19, touch 14, flat-footed 16; (+5 armor, +3 Dex, +1 size)
hp 57
Fort +9, Ref +6, Will +11 (+4 vs. spells and spell-like abilities of the fey and spells using plants)
Special Defenses


Speed 20 ft.
Melee Scimitar +8/+3 (+1 size, +1 Str, +6 BAB), 1d4+1 dmg (S), crit 18-20/x2
Ranged +1 Sling +11 (+1 size, +3 Dex, +6 BAB, +1 enchant.), 1d3+2 dmg (B) or (S) or (P) depending on ammo, crit x2, range 50 ft.
Special Attacks


Spells usually prepared
4th (3/day) - Strong Jaw, Flame Strike, Flame Strike
3rd (4/day) - Call Lightining, Mass Feather Steps, Resist Energy Communal, Greater Magic Fang
2nd (4/day) - Barkskin, Bull's Strength, Carry Companion, Stone Call
1st (5/day) — Cure Light Wounds, Faerie Fire, Cure Light Wounds, Endure Elements, Snowball
Orisons (at will) — Detect Magic, Light, Stabilize, Create Water


Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 10 (0), Wis 18 (+4), Cha 10 (0)
Base Atk +6/+1; CMB +6 (+6 BAB, +1 STR, -1 size) ; CMD 20 (+6 BAB, +1 STR, +4 DEX, -1 size)
Feats Well-prepared, Lucky Halfling, Natural Spell, Wild Speech
Skills (ACP -2) Climb +5 (1), Diplomacy +4 (1), Fly +9 (2), Handle Animal +7 (4), Heal +8 (1), Knowledge (geography) +6 (1), Knowledge (local) +4 (1), Knowledge (nature) +7 (2), Perception +16 (7), Profession (midwife) +8 (1), Ride +12 (5), Spellcraft +7 (4), Stealth +8, Survival +12 (1), Swim +5 (1)
Traits Helpful (Aid Another gives +4 instead of +2), Affable (+2 to Gather Information checks, and do them in half the time required, Diplomacy and Knowledge (local) as class skills)
Languages Common, Halfling, Druid
SQ Warslinger (load a sling as a free action), Wanderlust ( +2 to Knowledge (geography) and Survival; When casting spells or using abilities that provide or enhance movement, treat your caster level as +1 higher than normal), Keen Senses (+2 to Perception), Nature Bond (pygmy hippopotamus animal companion), Nature Sense (+2 to Knowledge (nature) and Survival), Wild Empathy (improve an animals' attitude) +4, Orisons, Woodland Stride (move normally trough non-magical undergrowth), Trackless Step (cannot be tracked in nature), Resist Nature's Lure (+4 to saves against the spells and spell-like abilities of fey and spells that utilise plants), Wild Shape 8h, std. action, 3/day, tiny to large animal, small to medium elemental, small to medium plant


On person Explorer's Outfit (2 lbs.), +1 Leather Lamellar (12,5 lbs.), Cloak of Resistance +2 (1 lb.) Scimitar (2 lbs.), +1 Sling (- lbs.), Bullets x4 (2,5 lbs.), Halfling Sharpstones x5 (2,5 lbs.), Holly&Mistletoe (- lbs.), Spell Component Pouch (2 lbs.), Wand of Cure Light Wounds (- lbs.) 10 charges left, +2 Headband of Wisdom (1 lbs.), Spring-loaded wrist sheats (w/ cure wand in one, 0,25 lbs.)
In backpack Backpack (0,5 lbs.), Sunrods x5 (5 lbs.), Fishhook (- lbs.), Flint & Steel (- lbs.), Sewing Needle (- lbs.)
Wealth 13370 gp, 4 sp
Encumbrance 24,5 lbs. without backpack, 30 lbs. with backpack (>32,25 lbs. light/33-64,5 lbs. medium/65-97,5 lbs. heavy)

Hariti the Pygmy Hippo

Female Pygmy Hippopotamus Animal Companion 8
Neutral Large Animal


Init 0
Senses Perception +5, low-light vision, scent


AC 25, touch 10, flat-footed 25; (+4 armor, +12 nat. armor +0 Dex, -1 size)
hp 51
Fort +9, Ref +5, Will +4 (+6 vs. enchantment)
Special Defenses Evasion


Speed 30 ft.
Melee Bite +10 (+5 STR, +5 BAB, +1 Weapon Focus, +1 Amulet, always Power Attack -2), 2d6+7+6 (PA) dmg (B,S,P), crit x2
Special Attacks Trample 1d8


Str 20 (+5), Dex 10 (0), Con 18 (+4), Int 2 (-4), Wis 10 (0), Cha 4 (-3)
Base Atk +5; CMB +11; CMD 21
Feats Power Attack (-2 to hit, +4 to dmg.), Light Armor Proficiency, Weapon Focus (bite), Iron Will (+2 to Will Saves)
Skills (ACP -2) Acrobatics +5 (2), Climb +9 (1), Perception +5 (2), Stealth +4 (1), Swim +9 (1)
Tricks Attack, Attack Everything, Flank, Work, Exclusive, Down, Deliver, Track, Stay
SQ Link, Share Spells


On person Leather Lamellar Barding (20 lbs.), Saddlepacks (8lbs.), Bit & Briddle (1 lbs.), Exotic Riding Saddle (20 lbs.), +1 Amulet of Mighty Fists
In Saddlepacks Blanket (0,5 lbs.), Coffee Pot (4 lbs.), Waterskin (1 lbs.), Halfling Rations x2 (1 lbs.), Mug (1 lbs.), Pot (4 lbs.), Waffle Iron (5 lbs.), Ground Coffee (1 lbs.), Silk Rope 50 ft. (5 lbs.), Grappling Hook (4 lbs.), Hemp Rope 50 ft. (5 lbs.), Small tent (5 lbs.), Other Foodstuff worth 1 gp (flour, sugar, sausages, other breakfast stuff), Cold-weather Outfit (1,75 lbs.), Rope (50 ft, 5 lbs.)
Encumbrance 21 lb. without saddlepacks, 55,5 lb. with backpack (0-87 lb. light/88,5-174 lb. medium/175,5-262,5 lb. heavy)


Appearance

Ta-weret is kind of short even for a halfling and has gone somewhat plumb during the years. But make no mistake, underneath that she is still fit and capable of enduring long trecks in the wilderness. She has tanned, olive skin (think Mediterranian), green eyes and dark brown hair. She likes to have her hair in a mix of small braids and unbraided hair, held in high ponytail. When unbound, her hair would reach around her shoulderblades.

Ta-weret dresses in earthy colors: browns, greens, yellows, though she likes to adapt to her surroundings in her color choices, so if she's heading to a glacier, blues, greys and whites would come into the picture. She is not a fighter in her heart, but has learned that armor is useful to have, and even more useful to wear so that other's won't notice you're wearing it, so she tends to use light armor and keep it under her clothes. It does help that as druid she isn't wearing any metal. The clothes are a mix of styles gathered from all over the world, but still in a good shape. Usual combination is a long skirt, split for a bit so that it allows running, a long-sleeved shirt and a leather vest on top of it, all of them having small pockets all around to keep stuff like sling bullets in. And a sturdy cloak to keep warmth in and water out when the weather gets rougher.

She fights mostly with a sling, and prefers to fight from a range, but she does have a scimitar on her hip just in case there will be need to close in. She prefers to travel lightly, and has Hariti carry all of the heavier camping equipment anyway, keeping on her person just the stuff she might need in a hurry.

Backstory

Ta-weret was born to a couple of halfling archeologists in Osirion. Her parents left to her mostly to her devices for as long as she can remember, not out of any kind of malice, but just because they were somewhat workaholic. They spend their time combing the insides of the musty pyramids and other ruins of ancient Osirion. This led to Ta-weret growing up as a very independent person. She wasn't interested in the ruins to the extent her parents were, but took to exploring the lands around them, mostly desert but also riverbanks and more mountaineous regions. The rivers always interested her the most, as they were so full of life and she could spend hours just watching the animals doing whatever animals do.

So her childhood was not a typical one, but she was happy, and still loved her parents, who showed their affection whenever they remembered to do it, and always made sure she came to sleep at the camp at night. One day around sunset when she was just starting to go back to camp from the banks of Junira River in western Osirion, bunch of slavers found her, however. A lone halfling child seemed like an easy prey, and they caught her quite easily in a net. But then a hippo rose from the river heading for their nightly grazing spot and scaring the living daylights out of the slavers, who dropped the child and fled, not having prepared to handle the potentially deadly animal. Ta-weret lay there, unable to escape quickly enough from the net, which propably saved here life, as the hippo just continued on and started eating. Catching her breath, Ta-weret managed to shake the net off and move further away. After that day, she found hippoes especially fascinating, taking her escape as a some kind of sign.

When she was grown-up enough to leave, she left very practical goodbyes to her parents, packed her backpack full of food and started walking northward, having felt a weird kind of pull to go that way for a while, perhaps after hearing stories of places other than desert and river from the other archeologists who occasionally shared a camp with her family. Shortly afterwards she noticed that one of the hippoes in the river, clearly a young one based on its size, seemed to be following her. This continued for some days, the animal always doing its night grazing almost next to where ever Ta-weret set her camp, until a kind of silent mutual agreement was arrived to between the halfling and the animal and signed with a shared meal.

From that day on, Ta-weret has travelled the with the hippo, naming her Hariti. They have traveled all over the Inner Sea region and even beyond, going to where ever Ta-weret hadn't been to before. She has found out that she enjoys sharing their meals with fellow travelers, trading stories and recipies. Ta-weret isn't young any more, and might have gained a bit of fat from all those hearty meals, but she is still as fit and eager to explore unknown places as she was when she first left her parents.

Ta-weret joined the Pathfinder Society when one day she came across a battle between some Pathfinders and a herd of Aurochs and managed to convince the leaders of both sides the others were not an actual threat. Impressed by this and sharing a campfire later on, the Pathfinders asked her if she would like to join their organisation, which offer she happily accepted after hearing that the job would mostly involve what she had been doing before: traveling around and exploring exotic and interesting places.

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