Building Character - Analei, Level 9
Analei looks like she’s just about to lose faith entirely in Heironeous, which might not be a bad thing. Certainly, serving that deity hasn’t done nearly as much for her as learning the ways of the wild. Let’s see if we can push her over the edge, eh?
We’ll take a roll on the wilderness table, saying that she continues her travels. The result is a 73—nature worshipper—which is the break I’ve been looking for. Analei leaves the flock of Heironeous and takes up the worship of Ehlonna, goddess of nature.
She gains a level of druid, which means no increase in Reputation and no contacts, but she does get a new feat for 9th level (which goes into Spell Focus (Transmutation), as dictated by the background event). She spends 1 point on each required skill and puts the extra point into Swim to try and build up that skill.
Analei Elven-Friend CR 9
Female human ex-cleric 2/ex-paladin 1/ranger 4/fighter 1/druid 1
NG Medium humanoid (human)
Init +1; Senses Listen +5, Spot +6
Languages Celestial, Common, Druidic, Elven
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 armor)
hp 62 (7d8+7 plus 2d10+2 HD)
Fort +14, Ref +5, Will +8
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
Combat Gear wand of cure moderate wounds (50 charges)
Druid Spells Typically Prepared (CL 1st):
1st—goodberry, pass without trace
0—create water, detect poison, purify food and drink
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 AttackB, TrackB, Two-Weapon FightingB
Skills Appraise +1, Balance +1, Bluff +5, Climb +3, Concentration +4, Craft (default) +1, Diplomacy +4, Disguise +3, Escape Artist +1, Forgery +1, Gather Information +6, Heal +2, Hide +4, Intimidate +6, Jump +12, Knowledge (geography) +3, Knowledge (local) +4, Knowledge (nature) +8, Knowledge (religion) +7, Move Silently +4, Perform (default) +3, Profession (siege engineer) +3, Ride +3, Search +4, Sense Motive +2, Spellcraft +7, Survival +9, Swim +4, Use Rope +1
Possessions combat gear plus +3 leather armor, +1 undead bane longsword, boots of striding and springing, +1 orc bane composite long bow (+2 Str), masterwork short sword, 20 arrows, quiver, wooden holy symbol, belt pouch, traveler’s outfit
Drey, Mount CR 1
Male light horse
N Large animal
Init +1; 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
Carak, Animal Companion CR 1
Male wolf
N Medium animal
Init +2; Senses low-light vision, scent; Listen +3, Spot +3
Languages None
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4 HD)
Fort +5, Ref +5, Will +1
Speed 50 ft. (10 squares)
Melee bite +3 (1d6+1/20) Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Atk Option Trip
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ link, share spells
Feats Weapon Focus (bite), TrackB
Skills Balance +2, Escape Artist +2, Hide +2, Jump +2, Move Silently +3, Sense Motive +1, Survival +1, Swim +2
From an elder in the village, Analei learns the ways of the forest and takes up the mantle of druidism. Though Heironeous is only mildly offended (I can't imagine a lawful good deity seeking retribution against someone who leaves the faith because they aren't truly happy), the church will not be so forgiving if they get wind of Analei’s heresy and will likely go to great lengths to hunt her down and punish her. She is forced to give up her beautiful elven chain (useless to her as a druid), but the elves fashion an enchanted suit of leather as a replacement.
In the early weeks of her druidic tutelage, she is out for a ride when she comes across a wolf that has been injured by an encounter with a hunter. Instinctively, Analei does what she can for the animal, which follows her back to the village. The young girl is puzzled, but not frightened. Her tutor explains that the wolf is her manumellon, her spirit-friend. Analei names the wolf Carak, the elven word for “fang,” and spends time with the animal in an effort to bond with it. The work pays off, and within a few weeks, the pair have formed an empathic link.
Interesting Situation
Since both are companions and she does have an empathic link to them (as well as Wild Empathy), I tend to believe that so long as she is present, they will behave civilly towards one another. She will still need to keep them separated when she is not around, but I don't see it being a big problem. This is high fantasy, after all. The beastmaster used to have ferrets and a hawk and they never bothered one another. :)
And how is the horse going
And how is the horse going to react to the wolf? The links are between each animal and Analei, not being the animals. So unless she gets some ranks in Handle Animal and teaches a few tricks, she wont be able to ride Drey while Carak is around.