| Rosalin Amelie Hunter | |
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| Gender | Female |
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| Race | Human |
| Date of Birth | 21st Sextus 805 AUC |
| Age | 21 |
| Alignment | Neutral Good |
| Aliases | Ros |
| Place of Birth | Azul, Azulian Plains |
| Current Location | Mallor |
| Class | Scout; Barbarian |
| Known Relatives | Jonathan Hunter, father; Marian Smith, mother |
| Significant Persons | Matharo Mance, childhood friend |
| Appearances | Terriel |
| Creation Date | August 2nd, 2009 |
Informational scout for the government of Azulian once-capital Azul. Trapped away from home by the Line of Pain, she took up work as a scout and guide for hire before falling in with an adventuring party. She only hopes they really are all aiming for the greater good.
History
The Plains of Azulian were not always a hellish wreck of discord and war. When Rosalin Hunter was born into the city of Azul, it was still a prosperous and bustling seat of the country, even despite the relative unrest since the shattering of the Mallorian Empire. Her parents, who were among the lower-middle class, were neither poor nor well-off. Jon, her father, was one of the city's most renowned hunter-trappers, who spent most of his time out-of-city in the woods, catching beasts to sell for furs and meats. Her mother Marian, the daughter of a blacksmith, kept house in her husband's frequent absence and sold her skills as a seamstress. Rosalin, for most of her young life, ignored training at either of these potential vocations in favor of playing at combat with the other young street urchins of the city. She was talented enough in a scrap or brawl—nearly always friendly brawls, to be sure—that she frequently came home with bruised or bloody knees and knuckles but rarely with any other injuries. In fact, she had such innate skill, she took to arming herself with a stick or broken axe handle in each hand, teaching herself from about the age of six to fight better than some adults with two weapons. Her mother very much did not approve of this pastime, but, given her prowess in fighting and the fact that she never truly came home hurt, Jon Hunter was greatly entertained by his daughter's activities, and, at least when home from work to be consulted, often dismissed his wife's concerns with a gentle wave of his hand. When he was not home, however, Marian continued to be disapproving, and took to keeping her daughter home to teach her to sew. Rosalin was greatly uninterested in her mother's work; she found it dull, tedious, and a general waste of her time. To be frank, it was far too "girly" and "dainty" for her interest, despite her mother's protests that Ros was a girl and should start acting like one. This mindset made Rosalin fairly furious, and she refused to have anything further to do with stitchery of any sort. She also greatly disliked the time and painstaking care required for precision in this craft; in fighting, precision required split-second decision and instinct, not penciled lines and tiny stitches.
Once her father got wind of these complaints (which didn't take very long: Rosalin was, as a child, incredibly vocal about her likes and dislikes), he deigned to bring his daughter with him on a hunting trip. Marian was wildly against this idea, as at the time Rosalin was barely twelve. It took both Jon and Ros a full year of intermittent arguing to sway her, and even then she only consented to allowing her daughter to be taken hunting relatively harmless game, particularly rabbit and deer. To the surprise of the entire family, she was good at it. Marian had expected her to lack the patience and quit; Jon had expected her to lack the skill. Part of Rosalin had expected both of herself. But she had instinct sufficient to make her a quick study at the bow, and her father soon taught her all the ins and outs of hunting, survival, and all the associated stealthy movement through even the thick underbrush of the woods. By fifteen she was more than an adept hunter, even independent of her father's aid. She had learned to live off the land, to skin, dress and prepare wild game, to survive on her own in the wild for a few weeks at a time… all the skills associated with the hunter's craft. At sixteen, she began truly hunting on her own, entering into her father's business and bringing home animals to sell for various uses in the market as well as for the family's personal sustenance. Marian remained somewhat unhappy with the arrangement, still upset that her daughter was not growing into a more "proper woman," but as Rosalin was both happy and useful in her endeavors, her mother kept the majority of her complaints to herself.
As the girl grew, however, new concerns arose on Marian's part. Rosalin seemed to show even less interest than before, if that was possible, in playing the dainty lady, or, in fact, in engaging in any of the usual activities of a young woman her age. When at eighteen Ros had never brought home, or so much as been seen with, a single boyfriend, her mother asked outright what the reason could be. Rosalin was more surprised than offended at this; the thought had simply never occurred to her. Boys were the people she spent time talking with, not fawning over like the silly prissy girls of the town. Marian proceeded to suggest that perhaps "that young blacksmith's son" might be a clever match, given that the two seemed to get on well enough. The response was laughter; Ros had "utterly no interest whatsoever" in pursuing any form of relationship with Matharo. Marian took it in her turn to be offended, muttering something about the lessening possibility of grandchildren. Rosalin laughed at this to keep herself from scoffing. Children were the farthest thing from her mind when it came to future goals. She much preferred being self-sufficient, having no one to rely on and none to rely on her. To placate her mother, she instead explained that she would rather have a steady life set up before worrying her life with another mouth to feed, particularly if she were to be the one out in the woods hunting to feed it. While this did breed a few grumbles of this being the use of a husband, it did serve to win Marian's silence, and the woman was mostly content to wait for her daughter to come to her senses.
This day would not come. Rosalin was barely nineteen when Alaxus woke, and whispers of terror and dark deeds soon began to carry down the winds. She and her father both took to hunting more and more frequently, bringing as much game into the city as they could to bolster stores of furs and skins and of dried and salted meat, as it was clear that the shaky peace between Mallor, Azulia and Alloria was growing more unstable by the day. As the year drew on, Rosalin took to venturing farther and farther from Azul upon each trip, gathering information wherever she could. Be it hearsay among village drunkards, rumors from local militia, or official notices tacked up or shouted over crowds by town criers, Ros brought every snatch of information she could glean back to Azul, reporting to one of the city's lords as well as to her own family and neighbors. This task grew to be a higher priority than hunting, as soon this lord of Azul was paying her specifically for just such a duty. By the time Rosalin turned twenty, Mabari Nessaj had risen to power, and the Magocracy of Tarenoth had been established; and within days of her birthday, Mem'Non had been attacked, defended, and was under siege once more. Words of unrest spread like wildfire down through the kingdom of Alloria and into Azulia, barely flying faster than the hooves of those who swore allegiance to the Cabal of Nine. Ros did not need to go far to find new rumor and worry with which to report back, and this caused further and further unease among both the nobility and the peasantry of her city. Word of Harkuun Ra'Naak's betrayal and possible turn to vampirism nearly caused an outright panic, and the whispers she brought back of Orcus instilled the closest thing to an uproar that the local mage's guild could undergo. By this point, it was clear that further forays into the north were useless; panicked rumor was bringing word of the goings-on back to Azul nearly as quickly as Rosalin herself: Sibarum had fallen only days before her last return, and for the first time, her report was out of date. The lord to which she had been reporting sent her off to Mallor, demanding she bring back whatever word she could of what King Mandrake's and King Lancaster's plans might be.
News, of course, was grim. It took the girl nearly two months to make safe travel to Maelfast, between the advancing armies of the Cabal and the unrest developing between Thermidium and Azul hampering her progress and overall safety. She arrived in the city only two days before the first siege, just in time to take up arms and aid briefly in pushing back the undead armies at the city's walls… and just in time to hear the rumors sweeping in of the siege of Elus in northern Azulia.
Rosalin was wounded during the siege, receiving a deep gash to her ribs that put her in a makeshift hospital for two days. It should have been a week or more, but between her stubbornness and doctors' need to free up beds, she was released far earlier than she should have been, and struck out south from the city in an effort to find a way back home with news. It was pure luck that she made it out when she did, and that she was clever enough to slip out alone during the confusion of commingling armies; the second siege of Maelfast began only a week later. Not wishing to strike back out so soon toward Thermidium in attempt to get home, Rosalin instead moved almost due south to Callava, intending only a short respite and recovery before making her way back to protect her home city. This detour delayed her too long; by the time she had recovered from her too-hurried journey and her wound (which had gotten infected during her travel), the Line of Pain had closed off any land route between Mallor and Azulia.
Not content to simply sit and wait, but not being built for the ongoing and direct combat of the Line, Rosalin moved north and west, crossing Mallor as quickly as she was able and picking up as much knowledge of events as she could possibly glean along the way—partly force of habit, and partly out of fierce determination that she would eventually return home and tell her lord and family of everything she had learned. In just a little over a month, she had crossed out of Mallor entirely and made her way to the port city of Karik. She was, by this time, thoroughly exhausted by her expeditious journey across such a distance, and in the cold of winter, and spent more than a fortnight collapsed in the warmest inn room she could find. Evenings she spent in the bar, warming her insides with drink and warming her ear on whatever gossip was tossed around.
As time drew on, Rosalin's purse grew thin, and she began to look about for any work she could find. With most of the forces of the continent converging on the Line of Pain, she found that large, able-bodied men were growing more and more scarce, and so the mercenary duties of bodyguard and guide were ever in need of more competent workers. It was not a vocation for which she had much affection, but her money was dwindling, and she could not afford to go broke should she need a weapon repaired or a wound mended. For most of the remainder of the year, she hired herself out as a guide, a guard, an informational scout; whatever would put a bit of coin in her pocket to hold her over between hunts.
In late Undecum, Rosalin began hearing rumors the like of which she had not previously heard in Karik: slavers, slave trades, and dominion of monsters were creeping back into civilization once more, spurred by the unrest of the continent's rule and the relative disorder reigning in the strife of war. While trolling bars in attempt to glean more exact detail on this abomination, Ros was met with a young man far out of his way. He called himself Anthony, and, on overhearing her chat with one of the locals about how business was or wasn't doing, offered to hire her as a guide. She was slightly reluctant, given her current self-appointed mission to find and snuff the slaving ring she'd been hearing rumor of. But the young man was obviously far out of his element, and she accepted his offer to serve as his guide beginning the following day. That evening, however, she finally hit on the news she'd been hunting for: there was a merchant camp of some sort not far from town, and what they were selling was not in the way of the mundane. Or non-sentient. She returned to the inn in which Anthony had found her, briefly explained that they would likely be starting out a little later than expected the next day, and set out in silence and under cover of night to break the offending camp. She was not expecting her enemy to be able to see her coming in the dark. Within minutes of her approach she was discovered, subdued, and stripped of weapon and coin. Initial resistance was met only with a blow to the head, and she awoke bound, collared, and will-bound despite herself to follow along with her new captors.
Personality
Stubborn, strong-willed and tenacious, Rosalin is a small but effective force of nature. She holds firmly to the ideals of good in all things, and is a natural peacekeeper. Sometimes keeping the peace necessitates action over word, but she would largely prefer to talk things out when possible. When opposing parties are intent on a violent resolution, however, she does not hesitate to knock heads first and seek middle ground later. Fiercely loyal and righteous, she holds strongly to her own personal ideals and hates to compromise herself. The recent events of the realm, however, have necessitated survival over morality, and though she has grown no less fond of giving moral ground, she has gotten more used to having to do so.
(In alignment terms: Rosalin spent most of her young life adhering to Lawful Good, and if possible prefers to hold to Lawful ideals, but within the last year or so has undergone a necessary, almost complete apparent/behavioral shift to Neutral Good.)
Physical Appearance
At five-foot-five and 145 pounds, Ros is a compact and hard-muscled young woman with an incredibly boyish build. Her limbs are lean and lank, allowing for fluidity and ease of movement, and making her naturally fit for silence in hunting and scouting. Her jade eyes are smallish for her face, and her short, choppy dirty-blonde hair is a soft contrast to her naturally tan skin. Her mode of dress is often simple but efficient for quiet movement, beneath the armor: long sleeved shirt beneath a tunic, breeches, soft-soled shoes and tailored sheepskin gloves. She keeps most of her possessions in a backpack she carries at all times, or attached to one of the two belts she wears: one at the waist and one over the chest. At this point, it isn't likely she owns more than she can (and does) easily carry.
Sheet
Human Scout 3, Barbarian 1
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*=check penalty for wearing armor
Scout Per Level: 8 + Int(1) +1(hu) | Barbarian Per Level: 4 + Int(1) +1(hu)
Starting: 40
Max Ranks: Level +3
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Class Features (Sc = Scout; Br = Barbarian)
[Sc]Weapon and Armor Proficiency: All simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
[Br]Weapon and Armor Proficiency: All simple and martial weapons, light armor, medium armor, and shields (except tower shields).
[Sc]Skirmish (Ex): Deals extra 1d6 pts/damage on all attacks she makes during any round in which she moves at least 10 feet. Applies only to attacks taken during scout’s turn. Extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
Only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable. Must be able to see target well enough to pick out a vital spot and must be able to reach such a spot. Can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Loses ability when wearing medium or heavy armor or carrying a medium or heavy load. Skirmish bonuses stack.
[Sc]Trapfinding (Ex): Use Search skill to locate traps with DC higher than 20, & use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
[Br] Lion Totem (replaces Fast Movement): Gain pounce.
_Pounce (Ex): Charge + full attack.
[Br]Rage Variant: Whirling Frenzy: Gains +4 bonus to Str, +2 dodge bonus to AC and on Reflex saves.
May make one extra attack in a round at highest base attack bonus, but attack takes a -2 penalty, as does each other attack made that round. Applies for 1 round, so also affects attacks of opportunity made before next action.
Whirling frenzy is otherwise identical to the standard barbarian rage:
Can't use whirling frenzy at same time as any other form of rage (or similar ability).
While raging, cannot use any Cha-, Dex-, or Int-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. Can use any feat except Combat Expertise, item creation feats, and metamagic feats. Rage lasts rounds equal to 3+Con modifier. May prematurely end rage. At end of rage, loses rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for duration of current encounter.
Rage only once per encounter. 1st level: once per day. Entering rage takes no time, but only during her action, not in response to someone else’s action.
[Sc]Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
[Sc]Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
[Sc]Fast Movement (Ex): Starting at 3rd level, a scout gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
[Sc]Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
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