Samaritha Beldusk

Aralynn Huntinghawk's page

185 posts. Alias of Chris Shannon 719.


Full Name

Aralynn Huntinghawk

Race

Half-Elf

Classes/Levels

Monk (Zen Archer) 1

Gender

Female

Size

M

Age

30

Alignment

LN

Deity

Xan Yae

Strength 12
Dexterity 14
Constitution 11
Intelligence 10
Wisdom 19
Charisma 9

About Aralynn Huntinghawk

Level 2 from Heroforge:

ARALYNN HUNTINGHAWK CR 1
Female Half-Elf Monk (Zen Archer) 2
LN Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex)
CMB +2; CMD 18
hp 15 (2d8)
Fort +3, Ref +5, Will +7
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
Unarmed Strike +2 (1d6+1/20/x2)
Ranged Longbow, Comp. (Str +1) +4 (1d8+1/20/x3)
Special Attacks Flurry of Blows +0/+0
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 11, Int 10, Wis 19, Cha 9
Base Atk +1; CMB +2; CMD 18
Feats Combat Reflexes (3 AoO/round), Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (2/day), Point Blank Shot, Precise Shot, Skill Focus: Perception (Adaptability), Weapon Focus: Longbow
Traits Militia Veteran (any town or village): Survival, Warrior of Old
Skills Acrobatics +6, Diplomacy +5, Perception +14, Profession: Soldier +8, Sense Motive +8, Survival +9, Swim +5
Languages Common, Elven
SQ AC Bonus +4, Elf Blood, Unarmed Strike (1d6)
Combat Gear Arrows (20), Arrows, Blunt (20), Dagger, Masterwork Longbow, Comp. (Str +1); Other Gear Backpack (empty), Bedroll, Pouch, belt (empty), Rations, trail (per day) (4), Signet ring, Sunrod, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (2/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------

Shopping List & treasure:

Aralynn's Money: 12 gp, 4 sp
Dagger found (#291)
Blunt arrows - 2gp (purchased #187)
5 sleep arrows from Cyrathas
1 CLW potion from Cyrathas
Temple Sword (#615) - Displayed on the back wall is an ornate temple sword, it's crescent-shaped blade gleaming with years of care. A ring of charms and bells hangs from the pommel. The charms include:
- A simple wooden white heart, recognizable as a holy symbol of Rao, the god of peace and serenity
- A golden spindle, recognizable as a holy symbol of Istus, the Baklunish goddess of fate and destiny
- A piece of obsidian resembling a black lotus, recognizable as the holy symbol of Xan Yae, the Baklunish god of twilight and the mastery of one's mind and body
Masterwork compostite longbow for 500 paid for by:
- selling current composite (+1) longbow for half - 100 gp.
- borrowing 25 gp from Martigan
- using the 358.5 gp just acquired
- using 16.5 from remaining funds of 28.9

History:
Aralynn is the daughter of Ronald Huntinghawk, a minor Oeridan noble of the Shield Lands, and Larille Winddance, a high elf diplomat. While her parents loved her and each other, neither was willing to leave their homes to live with the other. Consequently, Aralynn grew up spending part of each year in very different worlds. There was no set order to her travels, but when chance would bring the three of them together, Aralynn would typically leave with the other parent.

Ronald Huntinghawk possessed a few acres of land outside Admundfort, but in reality he was a full time soldier. When the Horned Society ravaged his lands, all he was left with was his career and Aralynn.

Aralynn enjoyed the time with her father as a camp follower and over the years fulfilled numerous rolls. In her teens, she was entrusted to keep watch and her ability to see in low light was well appreciated. While not one of the regular fighters, she trained with them regularly under father's watchful eye. When Aralynn was with her mother, things were more serene. She learned the art of the bow, meditated, and learned to converse in polite company.

Aralynn has fair skin, but not pale like her mother. She adores both sides of her heritage and proudly displays her ears when among humans and her father's features when with elves. Despite her mother's guidance and her father's strict structure as a soldier, this led to many altercations for Aralynn.

Ashamed of her inability to control her temper, Aralynn sought out the Twilight Monastery, a temple of Xan Yae, ouside of Greyhawk. While she learned much during her time there, her flaming spirit still brought too much disturbance to the monastery and she was directed to pursue her enlightenment outside.

Now an adult, Aralynn returned to the only thing she had ever known, being a soldier. She joined a sellsword company known as the Sons of Sand that came by way of Axeport in a recruiting drive to fill their ranks. They promised glory, freedom to make your own choices, and weekly pay with warm meals. Aralynn simply looked forward to the structure and regiment where she might continue her meditations, but also where her outbursts might be more tolerated.


Appearance:

Aralynn is just over 5' tall with long light brown hair. She has fair skin, her mother's pointed ears, and green eyes that convey both her wisdom and her penchant for trouble. She wears simple loose clothes in earth tones along with a gray cloak typical of those of her order. Her only jewelery is a gold signet ring with her family's crest of a hawk in flight. She has little else, but is rarely seen without her bow. While attractive, her demeanor often detracts from her beauty.

Stats at 1st level:

ARALYNN HUNTINGHAWK CR 1/2
Female Half-Elf Monk (Zen Archer) 1
LN Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex)
hp 9 (1d8)
CURRENT: 7/9 HP
Fort +2, Ref +4, Will +6
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +1 (1d6+1/20/x2)
Ranged Longbow, Comp. (Str +1) +2 (1d8+1/20/x3)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 11, Int 10, Wis 19, Cha 9
Base Atk +0; CMB +1; CMD 17
Feats Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot, Skill Focus: Perception (Adaptability)
Traits Militia Veteran (any town or village): Survival, Warrior of Old
Skills Diplomacy +5, Perception +13, Profession: Soldier +8, Survival +9
Languages Common, Elven
SQ AC Bonus +4, Elf Blood, Unarmed Strike (1d6)
Combat Gear:
Arrows (20), Blunt Arrows (20), Longbow, Comp. (Str +1); Other Gear Backpack (empty), Bedroll, Pouch, belt (empty), Rations, trail (per day) (4), Signet ring, Sunrod, Waterskin
Money: 28 gp, 9 sp
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (1/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Landless Nobility (Human from Geoff, Shield Lands, Sterich, Tenh): You belong to a noble line that has utterly lost its homeland due to war, incompetence, politics, or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land. Diplomacy is always a class skill. You gain +2 to Diplomacy checks. You also begin with an additional 200 starting gold and a signet ring valued at 100 gold.

Combat rolls-1st level:

Perception [dice]1d20+13[/dice]

-Unarmed strike (BAB 0, STR +1)-
[dice]1d20+1[/dice]
[dice]1d6+1[/dice]

-Composite(+1) Longbow (BAB 0, DEX +2)-
[dice]1d20+2[/dice]
[dice]1d8+1[/dice]

-Composite(+1) Longbow (pointblank +1)-
[dice]1d20+2+1[/dice]
[dice]1d8+1+1[/dice]

-Flurry with bow (DEX +2, Flurry -1)-
[dice]1d20+2-1[/dice]
[dice]1d8+1[/dice]

-Flurry with bow (pointblank)-
[dice]1d20+2-1+1[/dice]
[dice]1d8+1+1[/dice]


Combat rolls-2nd level:

Perception [dice]1d20+14[/dice]

-Unarmed strike (BAB 1, STR +1)-
[dice]1d20+2[/dice]
[dice]1d6+1[/dice]

-Composite(+1) Longbow (BAB 1, DEX +2, Weapon Focus +1, Masterwork +1)-
[dice]1d20+5[/dice]
[dice]1d8+1[/dice]

-Composite(+1) Longbow (pointblank +1)-
[dice]1d20+5+1[/dice]
[dice]1d8+1[/dice]

-Flurry with bow (Flurry BAB 0, DEX +2, Weapon Focus +1, Masterwork +1)-
[dice]1d20+4[/dice] - Arrow #1
[dice]1d8+1[/dice]
[dice]1d20+4[/dice] - Arrow #2
[dice]1d8+1[/dice]

-Flurry with bow (pointblank)-
[dice]1d20+4+1[/dice] - Arrow #1
[dice]1d8+1+1[/dice]
[dice]1d20+4+1[/dice] - Arrow #2
[dice]1d8+1+1[/dice]


Story points:

Stay out of the water! You can't swim!
Have observed, now aware of:
-orc ferocity.
-Zombie DR to arrows
-Skeleton DR to arrows