Difference between revisions of "Atisha Morningstar"
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* City: [[Obsidian Bay]] | * City: [[Obsidian Bay]] | ||
* Country: [[Domain of Obsidian Bay]] | * Country: [[Domain of Obsidian Bay]] | ||
− | The leader of the Orcslayers Guild, and a archeress of | + | The leader of the Orcslayers Guild, and a archeress of expectational skill, Atisha Morningstar is also one of the most powerful women in Obsidian Bay. She was born and raised on the frontier, daughter of a proud, hardworking farming family who had a homestead outside of Bordton, near Blue. That life ended in CY 565 at age 12 when orcs raided the farm, killing her entire family and leaving her for dead. |
+ | |||
+ | She gained a terrible scar that day, a long slash that runs down the right side of her face, and mars what should have been considerably beauty. Near death, she swore revenge on the orcs who had done this to her. Trithereon heard her prayer, and granted her the strength to live on. | ||
+ | |||
+ | Atisha spend the next five years learning the art of archery, using her father's prized bow. She travelled to Obsidian Bay in search of like minded individuals intent on carrying the fight to the orcs. She found them in the form of a ranger named [[Cutter]] and an elven wizard named [[Domin Nightdreamer]]. Together they traveled the Pomarj hunting orcs, wiping out the tribe that had slaughtered the Morningstar family years before. | ||
+ | |||
+ | Their fame grew over the years, and each drew like-minded apprentices and followers to them. In CY CY 581, as the Greyhawk Wars raged, they formed the [[Orcslayers Guild]]. Members of almost every guild in the city rallied to their battle cries of "Death to Mak" and "End the Orc Menace!". While the three senior members share administration duties, Atisha is first among equals, and holds the group's seat on the [[Council of Guilds]]. She is easily the most charismatic of the Orcslayers, and is usually the one called when some problem most be smoothed over between the guild and the city (who do not always see eye to eye when it comes to fighting the orc menace). | ||
+ | |||
+ | Like all Orcslayers, she hates orcs and those of orcish blood with an irrational, almost blinding passion, and will have nothing to do with half-orcs, no matter how accepted they might be elsewhere in the city. | ||
==Organizations== | ==Organizations== | ||
* [[Orcslayers Guild]]: A guild dedicated to ending the humanoid menace on the Pomarj once and for all. | * [[Orcslayers Guild]]: A guild dedicated to ending the humanoid menace on the Pomarj once and for all. | ||
==Statblock== | ==Statblock== | ||
− | '''Atisha Morningstar:''' Female Human Sct13; CR 13; Medium Humanoid (human); HD 13d8; hp | + | '''Atisha Morningstar:''' Female Human Sct13; CR 13; Medium Humanoid (human); HD 13d8; hp 78; Init +6; Spd 50 ft/x4; AC 23 (+6 armor, +4 dex, +3 natural), touch 14, flat-footed 23; Base Atk/Grapple +9/+9; Full Atk +12/+7 Two-handed (1d8+3;20/x3, +3 Longbow), +10/+5 One-handed (1d6+1;19-20/x2, +1 Short Sword), +10/+5 One-handed (1d6+1;20/x3, +1 Handaxe); SA&SQ Uncanny Dodge(Ex), Trackless Step(Ex), Evasion(Ex), Fast Movement(Ex), Camouflage(Ex) You can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment., Hide in Plain Sight(Ex), Trapfinding(Ex), Blindsense(Ex), Skirmish(Ex), Battle Fortitude(Ex), Flawless Stride(Ex); |
SR 0; AL CG; SV Fort +6, Ref +12, Will +5; | SR 0; AL CG; SV Fort +6, Ref +12, Will +5; | ||
Latest revision as of 16:03, 4 May 2008
The leader of the Orcslayers Guild, and a archeress of expectional skill.
Overview
- Class(es): Scout 13
- Sex: Female
- Race: Human, Oeridian/Flan
- God: None
- Alignment: Chaotic Good
- Status: Alive
- City: Obsidian Bay
- Country: Domain of Obsidian Bay
The leader of the Orcslayers Guild, and a archeress of expectational skill, Atisha Morningstar is also one of the most powerful women in Obsidian Bay. She was born and raised on the frontier, daughter of a proud, hardworking farming family who had a homestead outside of Bordton, near Blue. That life ended in CY 565 at age 12 when orcs raided the farm, killing her entire family and leaving her for dead.
She gained a terrible scar that day, a long slash that runs down the right side of her face, and mars what should have been considerably beauty. Near death, she swore revenge on the orcs who had done this to her. Trithereon heard her prayer, and granted her the strength to live on.
Atisha spend the next five years learning the art of archery, using her father's prized bow. She travelled to Obsidian Bay in search of like minded individuals intent on carrying the fight to the orcs. She found them in the form of a ranger named Cutter and an elven wizard named Domin Nightdreamer. Together they traveled the Pomarj hunting orcs, wiping out the tribe that had slaughtered the Morningstar family years before.
Their fame grew over the years, and each drew like-minded apprentices and followers to them. In CY CY 581, as the Greyhawk Wars raged, they formed the Orcslayers Guild. Members of almost every guild in the city rallied to their battle cries of "Death to Mak" and "End the Orc Menace!". While the three senior members share administration duties, Atisha is first among equals, and holds the group's seat on the Council of Guilds. She is easily the most charismatic of the Orcslayers, and is usually the one called when some problem most be smoothed over between the guild and the city (who do not always see eye to eye when it comes to fighting the orc menace).
Like all Orcslayers, she hates orcs and those of orcish blood with an irrational, almost blinding passion, and will have nothing to do with half-orcs, no matter how accepted they might be elsewhere in the city.
Organizations
- Orcslayers Guild: A guild dedicated to ending the humanoid menace on the Pomarj once and for all.
Statblock
Atisha Morningstar: Female Human Sct13; CR 13; Medium Humanoid (human); HD 13d8; hp 78; Init +6; Spd 50 ft/x4; AC 23 (+6 armor, +4 dex, +3 natural), touch 14, flat-footed 23; Base Atk/Grapple +9/+9; Full Atk +12/+7 Two-handed (1d8+3;20/x3, +3 Longbow), +10/+5 One-handed (1d6+1;19-20/x2, +1 Short Sword), +10/+5 One-handed (1d6+1;20/x3, +1 Handaxe); SA&SQ Uncanny Dodge(Ex), Trackless Step(Ex), Evasion(Ex), Fast Movement(Ex), Camouflage(Ex) You can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment., Hide in Plain Sight(Ex), Trapfinding(Ex), Blindsense(Ex), Skirmish(Ex), Battle Fortitude(Ex), Flawless Stride(Ex); SR 0; AL CG; SV Fort +6, Ref +12, Will +5;
Str 10(+0), Dex 18(+4), Con 10(+0), Int 12(+1), Wis 12(+1), Cha 16(+3); Skills: Balance¹ +13, Climb¹ +7, Craft (Bowyer)¹ +8, Craft (Fletcher)¹ +8, Diplomacy¹ +14, Escape Artist¹ +11, Hide¹ +20, Intimidate¹ +8, Jump¹ +12, Knowledge (dungeoneering) +9, Knowledge (geography) +13, Knowledge (nature) +16, Listen¹ +9, Move Silently¹ +12, Search¹ +5, Sense Motive¹ +10, Spot¹ +8, Survival¹ +11, Swim¹ +8, Tumble +13, Use Rope¹ +10. Feats: Dodge (PH 93), Mobility (PH 98), Negotiator (PH 98), Point Blank Shot (PH 98), Far Shot (PH 94), Precise Shot (PH 98), Rapid Shot (PH 99), Shot on the Run (PH 100), Track (PH 101).
Equipment: Studded Leather Armor +3, Longbow +3, Short Sword +1, Handaxe +1, Circlet of Persuassion, Amulet of Natural Armor +3, Cloak of Elvenkind
Racial Abilities: Base land speed of 30 feet. Bonus Feat: 1st level bonus feat Favored Class: Any
Class Abilities: Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to. Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage. Fast Movement(Ex): Your speed increases (limited by armor and encumbrance). Camouflage(Ex) You can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. Hide in Plain Sight(Ex): While in any sort of natural terrain, you can use the Hide skill, even while being observed. Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. Blindsense(Ex): You have gained blindsense with a range of 30 feet. Skirmish(Ex): For any round in which you move at least 10', you gain 4d6 damage and a +3 competence bonus to AC. Battle Fortitude(Ex): You gain a +2 competence on Fortitude saves and initiative checks. Flawless Stride(Ex): You can move through any terrain that slows movement at full speed and without suffering damage or impairment. Magically manipulated areas still hamper you.