Building Character - Analei, Level 8
As Analei moves across into the elven territory of Celene, it seems logical that we make a roll on the cross-cultural background table. A racial minority result makes perfect sense, and Analei will spend some time in an elven village. During her time with the elves, she tacks on another level of ranger. It is at this time that her alignment also shifts slightly (which has dire consequences for her paladinhood), becoming neutral good.
This level presented a real challenge. I could see Analei's alignment slowly beginning to turn earlier, but it wasn't until this level that she reached a breaking point. A change of alignment and loss of paladin powers is normally a very traumatic experience, but in Analei's case, it just seems natural, somehow. I remind you that I had no idea what path her life would take, rolling the events for each level as I came to them, but in Analei's case, this just felt right. And it certainly makes for an interesting character!
She puts 2 points into Speak Language (so as to learn the language of her hosts), 2 points into Knowledge (local), 2 points into Diplomacy, and 1 each into Sense Motive and Gather Information. As she is also due for an ability score increase at this level, she increases her Constitution, which offers a big boost in hit points.
As her alignment shift does not exceed one step from that of Heironeous, and she has not violated the tenets of the faith (yet), she can retain her clerical abilities, but her paladinhood is lost, along with attendant abilities. Her reputation also increases by 1-1/2 points.
Analei Elven-Friend CR 8
Female human cleric 2/ex-paladin 1/ranger 4/fighter 1
NG Medium humanoid (human)
Init +1; Senses Listen +5, Spot +6
Languages Celestial, Common, Elven
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 armor)
hp 56 (6d8+6 plus 2d10+2 HD)
Fort +12, Ref +5, Will +6
Reputation +4-1/2
Speed 40 ft. (8 squares)
Melee +1 undead bane longsword +10/+5 (1d8+3/19-20) or +1 undead bane longsword +8/+3 (1d8+3/19-20) and mwk shortsword +8 (1d6+1/19-20) or
Ranged +1 orc bane composite longbow +9/+4 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options favored enemy orcs +2, Power Attack
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.
Ranger Spells Typically Prepared (CL 2nd):
1st—calm animals (DC 13)
Abilities Str 14, Dex 12, Con 12, Int 12, Wis 15, Cha 16
SQ wild empathy +7 (+3 magical beasts)
Feats EnduranceB Extra Turning, Investigator, Mounted Combat, Persuasive, Power Attack B, TrackB, Two-Weapon FightingB
Skills Appraise +1, Balance* -1, Bluff +5, Climb* +1, Concentration +3, Craft (default) +1, Diplomacy +4, Disguise +3, Escape Artist* -1, Forgery +1, Gather Information +6, Heal +2, Hide* +2, Intimidate +6, Jump* +10, Knowledge (geography) +3, Knowledge (local) +4, Knowledge (nature) +3, Knowledge (religion) +7, Move Silently* +2, 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: -2 for armor (doubled for Swim, already included)
Possessions +1 undead bane longsword, boots of striding and springing, +1 orc bane composite long bow (+2 Str), elven chain, masterwork short sword, 20 arrows, quiver, silver holy symbol, belt pouch, cleric’s vestments, traveler’s outfit
Drey, Mount CR 1
Male light horse
N Large animal
Init +0; Senses low-light vision, scent; Listen +4, Spot +4
Languages None
AC 13, touch 10, flat-footed 12 (+1 Dex, -1 size, +3 natural)
hp 19 (3d8+6 HD)
Fort +5, Ref +4, Will +2
Speed 60 ft. (12 squares)
Melee hoof -2 (1d4+1/20) or 2 hooves -2/-2 (1d4+1/20)
Space 10 ft.; Reach 5 ft.
Base Atk +2; Grp +8
Abilities Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
SQ link, share spells
Feats Endurance, Run
Skills Balance +1, Escape Artist +1, Hide -3, Jump +2, Move Silently +1, Sense Motive +1, Survival +1, Swim +2
Equipment bit and bridle, riding saddle, saddlebags, blanket
Analei’s travels take her south and west, and she finds herself in a small elven village. The folk here are remarkably friendly, and they welcome the traveler and take her in. In her time among the elves, Analei learns their language and some of their customs and local legends, and further hones her woodlore.
Though she continues her daily prayers to Heironeous, she lets lapse some of the rigid strictures to which she had once held herself. The result is a loss of her divine powers. For Analei, this is a curious event. Instead of being distraught, she actually feels somewhat relieved. For the first time in two years, she is living her own life, not a life dictated to her by someone else. She had been inducted into the church at a young age and before her participation in the wars in Furyondy, it was the only life she had ever known.
She also finds a friend during this time, a fine riding horse which she names Drey. She purchased the horse from a traveling merchant who considered the animal to be unbreakable and worthless, but Analei finds him to be a fine example of horseflesh. Though she cannot invest time in teaching him any tricks as yet (she lacks the Animal Handling skill), she does manage to saddle him up and they spend many hours on long rides. For Analei, it is a time of reflection, as well as a chance to become familiar with her new friend. The wars changed her, both physically and emotionally, and the lasting effects are just beginning to be seen.