Aazwen Shadewood - Approved for L1
Code:
[B]Name[/B] Aazwen Shadewood
[B]Class[/B] Ranger
[B]Race[/B] Wood Elf
[B]Size[/B] Medium
[B]Gender[/B] Male
[B]Alignment[/B] Chaotic Neutral
[B]Deity[/B] Gundar (does not actively worship)
[B]Str:[/B] 18 +4 (10p. +2 racial) [B]Level:[/B] 1 [B]XP:[/B] 110
[B]Dex:[/B] 18 +4 (10p. +2 racial) [B]BAB:[/B] +1 [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 ( 6p. -2 racial) [B]Grapple:[/B] +5 [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 8 -1 ( 2p. -2 racial) [B]Speed:[/B] 30' [B]Spell Res:[/B] 0%
[B]Wis:[/B] 10 +0 ( 2p.) [B]Init:[/B] +4 [B]Spell Save:[/B] +2*
[B]Cha:[/B] 8 -1 ( 0p.) [B]ACP:[/B] -2 [B]Spell Fail:[/B] n/a
[size=-1] * Immune to sleep effects.[/size]
[size=-1] * Versus enchantment spells and effects.[/size]
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
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[B]Armor:[/B] 10 +4 +0 +4 +0 +0 +0 18
[B]Touch:[/B] 14
[B]Flatfooted:[/B] 14
[B]Saves[/B] [B]Base Mod Misc Total[/B]
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[B]Fortitude[/B] 2 +1 +3
[B]Reflex[/B] 2 +4 +6
[B]Will[/B] 0 +0 +0
[B]Weapon Attack Damage Critical[/B]
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Longbow +5 1d8 x3/20
[size=-1] • +1 attack/damage on targets within 30' (Point Blank Shot)[/size]
[size=-1] • +2 damage vs Undead (Favored Enemy)[/size]
Longsword +5 1d8+4 x2/19-20
Heavy Flail +5 1d10+6 x2/19-20
[size=-1] • can be used for tripping[/size]
Dagger +5 1d4+4 x2/19-20
[B]Languages:[/B] Elven, Common
[B]Racial Details[/B]
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• Note: This info is derived from the Wood Elf entry as per the SRD.
• +2 Dexterity, +2 Strength (Wood), –2 Constitution, -2 Intelligence (Wood)
• Base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against
enchantment spells or effects.
• Low-light Vision: An elf can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination while
retaining the ability to distinguish color and detail.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for
the longsword, rapier, longbow (including composite longbow), and shortbow
(including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely
passes within 5 feet of a secret or concealed door is entitled to a Search
check to notice it as if she were actively looking for it. An elf’s senses
are so keen that she practically has a sixth sense about hidden portals.
• Favored Class: Ranger (Wood)
[B]Class Abilities[/B]
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• Favored Enemy: Undead [i](Ranger1)[/i]
• Wild Empathy [i](Ranger1)[/i]
[B]Feats[/B]
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• Point Blank Shot [i](Starting feat)[/i]
• Track [i](Ranger1)[/i]
[B]Skill Points[/B]
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• L1 (Ranger) = 20 [(6+INTMOD)x4 = (6-1)x4]
[B]Max Ranks:[/B] LVL+3 (4) or LVL+1.5 (2) for cross-class skills
[B]Skill STAT Total = Ranks + Stat Mod + Other Modifiers / Notes[/B]
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Appraise (Int) -1 0 -1 -
Balance (Dex) 4 0 4 -
Bluff (Cha) -1+ 0 -1 +2 vs Undead (Favored Enemy)
Climb X(Str) 4 0 4 -
Concentration X(Con) 1 0 1 -
Craft (any) X(Int) -1 0 -1 -
[s]DECIPHER SCRIPT[/s] (Int) -1 - -1 -
Diplomacy (Cha) -1 0 -1 -
[s]DISABLE DEVICE[/s] (Int) -1 - -1 -
Disguise (Cha) -1 0 -1 -
Escape Artist (Dex) 4 0 4 -
Forgery (Int) -1 0 -1 -
Gather Information (Cha) -1 0 -1 -
[s]HANDLE ANIMAL[/s] X(Cha) -1 - -1 -
Heal X(Wis) 0 0 0 -
Hide X(Dex) 6 4 <- 4 -2 ACP
Intimidate (Cha) -1 0 -1 -
Jump X(Str) 2 0 4 -2 ACP
[s]KNOW (arcana)[/s] (Int) -1 - -1 -
[s]KNOW (arch/engin)[/s] (Int) -1 - -1 -
[s]KNOW (dungeoneerng)[/s]X(Int) -1 0 -1 -
[s]KNOW (geography)[/s] X(Int) -1 0 -1 -
[s]KNOW (history)[/s] (Int) -1 - -1 -
[s]KNOW (local)[/s] (Int) -1 - -1 -
[s]KNOW (nature)[/s] X(Int) -1 0 -1 -
[s]KNOW (nobility/roy)[/s] (Int) -1 - -1 -
[s]KNOW (religion)[/s] (Int) -1 - -1 -
[s]KNOW (the planes)[/s] (Int) -1 - -1 -
Listen X(Wis) 5+ 3 <- 0 +2 Elf; +2 vs Undead (Favored Enemy)
Move Silently X(Dex) 6 4 <- 4 -2 ACP
[s]OPEN LOCK[/s] (Dex) 4 - 4 -
Profession X(Wis) 0 0 0 -
Ride X(Dex) 4 0 4 -
Search X(Int) 1 0 -1 +2 Elf; Special1
Sense Motive (Wis) 0+ 0 0 +2 vs Undead (Favored Enemy)
[s]SLEIGHT OF HAND[/s] (Dex) 4 - 4 -
Speak Language ( - ) x 0 0 -
[s]SPELLCRAFT[/s] (Int) -1 - -1 -
Spot X(Wis) 5+ 3 <- 0 +2 Elf; +2 vs Undead (Favored Enemy)
Survival X(Wis) 4+ 4 <- 0 +2 when tracking Undead (Favored Enemy)
Swim X(Str) 6 2 <- 4 -
[s]TUMBLE[/s] (Dex) 4 - 4 -
[s]USE MAGIC DEVICE[/s] (Cha) -1 - -1 -
Use Rope X(Dex) 4 0 4 -
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[b]allocated[/b] 20/20 [i](Ranger @ L1)[/i]
• Skills marked with an "X" are current class skills.
• "Special1" = Merely passing within 5 feet of a secret or concealed door
entitles Aazwen to a Search check to notice it as if he were actively
looking for it.
[B]Starting Gold:[/B] 240gp (6d4*10 for Ranger)
[B]Equipment Cost Weight[/B]
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• Longsword 15gp 4lb
• Dagger 2gp 1lb
• Heavy Flail 15gp 10lb
• Longbow 75gp 3lb
• Arrows (20+quiver) x3 3gp 9lb
• Chain Shirt 100gp 25lb
• Backpack 2gp 2lb
• Rope (hemp) 50' 1gp 10lb
• Grappling Hook 1gp 4lb
• Sack x5 .5gp 2.5lb
• Waterskin 1gp 4lb
• Sunrod x5 10gp 5lb
• Belt Pouch 1gp .5lb
• Flint and Steel 1gp -
• Belt Pouch 1gp .5lb
• Gambling
• losses 3gp, 1cp
• winnings 7gp
• Payments 20gp (advance)
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[b]total spent[/b] 228gp 5sp 0cp
[b]remaining coin[/b] 35gp 4sp 9cp
[B]Weight Assessment Total[/B]
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Weapons, Melee 15lb
Weapons, Ranged 3lb
Ammunition 9lb
Armor 25lb
Miscellanea 28.5lb
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80.5lb (light load)
[i]Strength 18[/i]
[size=-1]• Light Load: 100lbs[/size] [size=-1]• Lift Max: 600lbs[/size]
[size=-1]• Medium Load: 200lbs[/size] [size=-1]• Push/Drag: 1500lbs[/size]
[size=-1]• Heavy Load: 300lbs[/size]
[B]Age:[/B] 51
[B]Height:[/B] 5'1"
[B]Weight:[/B] 93lb
[B]Eyes:[/B] Pale Green
[B]Hair:[/B] Green/Brown (see description below)
[B]Skin:[/B] Deep Tan
!Verbosity Warning! <-- pretend this is blinking text
Background:
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The short of it
Lived in woods near a collection of ancient barrows, ruins and cemeteries that are generally long forgotten but had been very active for some time. His focal job in his tribe was to patrol the periphery of these areas and "convince" the errant ghoulies to go away--permanently. His skills center around long-distance (the longer the better when dealing with nasty undead types) sniping of these creatures. Of course, his skills were just as handy versus the myriad predatory and game animals that abound in the forest and the tablelands that skirt them.
Well, such was the situation for many years, then when the undead inexplicably ceased their nightly forays, the tribe not accustomed to the strange ways and traits he'd developed for so long while mostly left to his own devices, had no desire to welcome him back into the fold and instead, with unusual detachment, had him banished under the guise of a new quest on behalf of the clan. He is to travel the outlands seeking knowledge and insights into the greater world and then return--in a hundred years--to convey this important bounty of wisdom to aid the clan in securing its position in the world.
It has been twenty three years.
The long of it
Aazwen Shadewood once was a normal child, expected to be a competent, contributing member of his tribe. Shortly before his age of maturity, the many long-forgotten barrows, cemeteries and ruins sprinkled within his home wood that had for so many generations been quiet, began to issue creatures from beyond the grave. Errant undead wandered the woods, frequently coming dangerously close to his tribe settlement. Because Aazwen was a bit slower of mind than the rest of his similarly-aged clanfolk, it was he that was tasked with a special calling the others would balk at accepting. He would be the one to ensure that these wayward creatures were kept at bay. Few enough made their appearances at any particular time so one dedicated elf was considered capable of handling the job.
He took up the art of archery as if it were bred in him. Despite his somewhat dulled mental faculties, this was one area where he performed at least as well as any others and far better than most. Using this to his advantage he was quite effective in his special task and such was his life for some thirty years. Most of his time was spent in the woods simply because while he was at his calling during the night, his fellows slept, and when the dawn came and the creatures he protected against became dormant, he was in need of rest himself. It seemed a waste of effort to crawl back to the tribe-home just to sleep when he could do so just fine in any number of secluded spots he had already become familiar with.
His long duty has given him minor legendary status within the wood elf tribes in his home region and it is told that he doesn't just fulfil his duty, he revels in it to an unsettling degree. A conversation within earshot that turns to the topic of undead and their lore will surely be enjoined by Aazwen, and once the initial annoyance is past, those that were bothered are ultimately quite happy to have been so rudely interrupted. Aazwen's history fills him with endless tales related to the undead, some true, many partly fabricated, but sounding true enough to be fascinating to anyone other than a true expert on the subject. And how many people really deal with these errant souls so often that they would see through the veracity of stories told with so much real background to prop them up?
As with his own clan-kin, Aazwen is, to most relatively cosmopolitan city dwellers something of a slow-mind, but in reality although he doesn't take well to what he calls book-teach, he is as sharp as they come when the business is hunting and tracking. His mind is, indeed, slow on the uptake when dealing with abstract concepts but slides into focus when he is in his element. Much of this lack of general mental acuity is attributable to the many years and countless close calls dealing with all manner of undead with their common ability to adversely affect the minds of their intended victims. Aazwen's particular mind is worn down some and by now has well defined peaks and valleys. As he tends to put it, he knows what he knows and that's all he needs to know.
But one would have to wonder why Aazwen frequents the cities these days. Being a wood elf makes this unusual in and of itself, but his obvious attachment to the wilderness and the forest in particular makes it all the more odd. Well, the simple explanation is that he is quite an adventurous sort. The more in-depth explanation is his rather peculiar approach to life (and to dealing with "normal" members of his tribe) and the fact that as of some several months ago the undead which he was charged with fencing in, as it were, have since ceased their appearances. For many, many years they came, always in small numbers, but ceaselessly each evening, and then one day it all ended. None, including Aazwen know the truth behind it, though Aazwen will be happy to speculate at length if given an audience.
For all the time Aazwen spent in his special niche, the older clan-members never spoke against him. The fact that he was rarely actually within the clan-home itself made this far easier. But now that the threat of wandering undead was at an end, he spent more and more time home-bound. This did not sit well with the influential sub-elders who convinced the elder council that his strange manners would adversely influence the young ones. Their solution was to banish him outright.
Those comprising the elder council, though, were more wise and compassionate, although they too cared little for Aazwen's peculiarities. Instead of outright banishment for no just reason, they decided instead to take advantage of his trust, a thing all young ones were taught to have for their elders. They conferred upon him another special task. It fell to him to go out into the larger world and experience their ways of living and then in the future, return and provide this important information so that their shamans and by extension the entire tribe could be better prepared in case of outside invasion or incursion. After this pronouncement the elders conferred in whispers and added that he should return in one-hundred years when he would be wise and full to the brim with information. They certainly knew full well that Aazwen could never absorb that which they claimed he was to discover, but it would effectively remove him from their presence for a good long time.
However, to Aazwen, this task was perfectly clear: he was being honored like no other before him. No other clansman had been sent on such an important task, but then again, there had never been a clansman like Aazwen. Trust in the elders and having no real desire to become a weaver or just another game hunter, he was more than happy to apply himself to the challenge.
Aazwen fared them well the next day and since has not returned. After all, it's only been twenty-three years.
In truth, Aazwen has little ability to "gather information" as it was put to him as part of his task, at least when it comes to gleaning information from others. He simply doesn't converse well with...well, much of anyone. Despite his time away from home, he remains all but lacking in the expected social finery needed to convince others to divulge information, regardless of its value. His raw and direct approach is completely standard for him, but clearly not functional when it comes to dealing with those not already familiar to him. Over the years, he has mostly given up that angle to his quest, and has instead focused more on lone treks throughout the lands, learning by sheer experience. But more recently, he has begun to find it far more advantageous to spend time with others whose own agendas of discovery coincide with his own, even if temporarily.
Generally, his skills are welcomed, though it takes a tolerant band of adventurers to ignore his various idiosyncrasies. For the most part, they are harmless. However, possibly the most obvious issue is his tendency to shift from one voice and personality to another, sometimes within a single stream of speech. He might be a dwarven pirate at one moment, and a snobby fop a few moments later. Often, he doesn't even need anyone to answer him, he simply answers himself. If there's no one about or he seems to be being ignored, he'll carry on a conversation with himself, sometimes audibly, sometimes in mumbles. While he seems mostly coherent when addressing others, this mumbling is a neverending debate on one topic or another, and is typically unintelligible to any close enough to overhear, filled with strangely cryptic references and unknown words. To some it may be nonsensical ramblings, to others it could sound unsettlingly like demon-speak.
In the past it was simply a means of occupying his mind on the long, lonely nights patrolling his homeland. He found quickly that the undead that don't talk much also don't listen well, and those that do talk are usually attempting to perform some deviltry upon him. As such, he could either talk to himself or enjoy endless hours of nigh silent boredom. At this point in time, it is nothing more than a habit he could never hope to curtail.
When forced into close quarters confrontation, he may shout some of this nonsense, hurling it like a weapon, or he may suddenly become finely lucid and spring forth with comments that would sound perfectly rational coming from anyone else. Generally, this accompanies a switch from his preferred longbow to his flail. More often than not, a stream of nonsense that double as a strange sort of battle cry is rarely repeated twice. If asked about this behavior Aazwen will simply shrug his shoulders and walk away or change the topic as if it were never broached. Or, he may simply engage you in a debate as if you were inquiring about someone else.
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General Info (Religion/Philosophy/Physical/Other):
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Religion/Philosphy: Simply put, Aazwen just does what he does. It generally coincides with the teachings of the followers of Gundar, and as such he has a passing connection with the religion that has sprung forth from that deity. He never actively worships Gundar or anything else, that sort of philosophical subjugation being somewhat beyond his conceptual grasp, and probably not something he'd be prone to otherwise. Still, he wears a small charm bearing the symbol of Gundar given to him by an itinerant druid met on occasion as he passed through his tribal woods. Unlike most trained in the ways of the forest, after the fashion of a ranger, Aazwen has no particular disdain for hunting for sport (though hunting of animals purely for trophies is against his general sensibilities). In his slightly bent way of thinking he figures that since so many natural animals are capable of killing you in so many brutal ways, it is a fair challenge to take them down when the situation warrants.
Physical Appearance: Much like his odd demeanor, Aazwen is equally unusual in appearance. Nothing about his height or weight is peculiar, though, rather it is everything else. From decades spent in the woods, at night, peering off into the distance in his endless attempts to pick out the slow movements of undead amidst the heavy undergrowth of his forested home, he has developed both what has been dubbed by acquaintances as "flicking eyes" (eyes that dart from place to place rather than shifting slyly as a thief's eyes might) and a perpetually wide-eyed look that one might characterize as the counter to a squint. In addition, this facial expression also tends to pull his mouth open just a bit as if it were in a debate between whether to smile or frown. The overall impression is a bit disconcerting to the average onlooker, at least those that have had dealings with the raving mad.
[OOC Reference: Think a shorter version of Jim Ignatowski (from Taxi) having just experienced his first laced brownie.]
Oh, and the occasional stray facial and head tics don't help his personal charisma any. Or the frequent hand gestures that seem to mean nothing at all, often occuring even in the absence of any conversation they might be assumed to be accenting. Or the flicking of his tongue across his lips or from one side of his open mouth to the other for no obvious reason.
Take all this and add to it his hair. At birth the gods decreed it would be a soft, straw blonde. But when Aazwen got hold of the idea that he'd be more stealthy in the woods if his hair could mimic the undergrowth within which he slinked about, well, it was a natural result that it would turn a multitude of verdant shades and earthy browns. Years of squeezing the juices of rich-green plants into his hair as well as all but grinding the loam of the forest floor into it as well has done the job nicely. Aazwen continues to do this when he is in familiar forested territory, though it has been many years since it was necessary--this coloration seems to have become ingrained such that his new growth of hair already has the desired cast. He's also not too particular when it comes to brushing out the bits of leaf or twig that that get caught in the rat's nest, nor is he apparently aware when from time to time a small passenger is included in the mix. At least he won't eat it when he finds it crawling down the side of his face. Usually. Certainly not when in the company of others.
[OOC Reference: Think Nick Nolte's famous mug shot but with green and brown streaked hair complete with a few stray twigs and small leaves, add wide eyes and a half-grin. There's also one or two gene strands from Bill the Cat in there somewhere. Nice, huh?

]
His clothing and armor, well, that is not a redeeming feature in the eyes of those who are already disinclined to favor that which rides atop his shoulders. While not disheveled, per se, his attire is only moderately maintained. It is kept from entirely falling off or apart, though one would suspect he might not notice if it did, but it is typically quite threadbare or trailworn depending upon the materials involved. There are many holes, frayed edges and loose seams on display. Even so, the overall condition in terms of cleanliness is more acceptable. While he is not quick to wash or scrub the frequent encrustations of blood, dirt and grime, he eventually gets to the task (usually including getting to the task of scrubbing himself at the same time) and once done he dons a nearly spotless outfit ready to be soiled once again. Any seeing him in his freshly laundered state can only marvel at the dichotomy of crisp cleanliness amidst holes, tears and sundry other damage. Oh, and the somehow still wild hair--though at this point it, too, is fairly clean. Might be a particularly reluctant twig or two still embedded, however.
Even though the foregoing would imply someone existing quite on the other side of sanity, Aazwen is entirely sane. A frightening enough concept when given proper contemplation. He might be deemed eccentric by those leaning more to the favorable side of tolerance.
Under typical circumstances, he will be wielding his longbow, sporting a sheathed longsword and bearing no less than three quivers of arrows. Upon his back is a leather pack, mottled in dark grey and dull brown which is located in such a way that the heavy flail also found there does not overlap. The flail heads are bound to the shaft with a sinew cord tied with a knot requiring a simple tug to remove. Aazwen's learned that zombies and certain other creatures smile, in their way, at a slashing blade. A dagger strapped to his right boot is used primarily as a tool, though in a pinch could serve as a weapon.
Other: Being trained in ways akin to a typical ranger, one would think Aazwen would have an affinity for animals and a desire to someday indulge in the casting of spells of magic in the way in which druids excel. Well, not exactly. He tends to scare small animals as he does children--and often everything else--though he doesn't quite understand why (he doesn't look into mirrors much, either, which probably explains it), and has never grown fond of either. He has just never mastered the necessary knack of patience for dealing with animals that haven't already been trained to a particular task. He can ride as well as the next, though if things get bumpy he'll be using his natural agility rather than his mediocre riding skills to remain in the saddle.
As for the idea of magic, Aazwen considers himself one of those incapable of remembering the complex rituals and gestures needed to become any sort of respectable spell-wielder, and the idea of begging to be imbued with magical power or spending hour upon hour poring over parchments and manuscripts is just absolutely beyond him. His mind, when it works properly, just doesn't fit into that mold. He is happy to be capable with his bow and his stealth and that is enough to have kept him alive for quite a long time.
While his social skills are sorely lacking and he is generally not the first to start a conversation, if he is comfortable with a particular individual he tends towards being unusually chatty with them. As long as that individual understands how to deflect the often bizarre concepts and angles Aazwen takes with an idea, they will be the beneficiary of a reliable companion that can be a welcome source of comedic relief. Those that disrespect him to a point where he becomes cognizant of the fact will find themselves far on the outside should there ever come a time when Aazwen has a choice to defend, help or otherwise aid or ignore. Aazwen may not have a mind suited for calculations and the intricacies of the court, but he has a solid memory and no one that treats him justly and with respect will go unrewarded, though the reward of his friendship may not be entirely welcome. Fortunately for the rest, he is not a vengeful soul and simply ignores them or may actively side against them in a case where anyone deemed a friend is at odds with a "non-friend". The best approach to dealing with Aazwen unless you plan to befriend him is to keep your thoughts to yourself. Angering a mind like his is a risky proposition.
Last in the long list of peculiarities is something that many, even those not at odds with common intellect, dislike: he tends to become quite agitated when being stared at. He has no sixth sense that tells him of someone staring at his back, but otherwise it is something he will be keenly aware of, though he may not react immediately. A continued stare, especially if accompanied by a sneer will likely set him off into a taunting tirade against them.
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