Ismin Manycolored, Daughter of Cadri the Fickle Female Human 1st level Barbarian/1st level Druid, Neutral Good Tall and strong (5'10", 175lb) but pretty girl-shaped, stand-offish expression, golden skin, one blue eye and one brown eye, thick pale blonde ponytail, age 16, well-made leather and homespun clothing ABILITIES ------------------------ Str 15 +2 (19+4 enraged) Dex 14 +2 Con 15 +2 (19+4 enraged) Int 14 +2 Wis 16 +3 Cha 10 +0 COMBAT ESSENTIALS ----------------- HP 21 = 12 + 5 + 2x2 (+4 when raging) AC 14/12 (+2/2 Dex, +2/0 leather armor) Move 40' Fortitude Save +6 = +2 Bbn_1 +2 Drd_1 +2 Con Reflex Save +2 = +0 Bbn_1 +0 Drd_1 +2 Dex Will Save +5 = +0 Bbn_1 +2 Drd_1 +3 Wis Base Melee Attack +3 = +1 Bbn_1 +0 Drd_1 +2 Str (raging) +5 = +3 base +2 extra Str Base Ranged Attack +3 = +1 Bbn_1 +0 Drd_1 +2 Dex Initiative +2 = +2 Dex unarmed +3 melee 1d3+2S (+5 melee 1d3+4S when raging) shortspear +3 melee 1d6+2 (+5 melee 16+4 when raging) belt knife +3 melee 1d3+2 (+5 melee 1d3+4 when raging) dagger +4 melee 1d4+2/19-20 (+6 melee 1d4+4 when raging) club +3 melee 1d6+2 (+5 melee 1d6+4 when raging) sling (stone) +2 ranged 1d3+2, 50' incr (1d3+4 when raging) (bullet) +3 ranged 1d4+2, 50' incr (1d4+4 when raging) (Magic Stone) +4 ranged 1d6+3, 50' incr (1d6+5 when raging) javelin +3 ranged 1d6+2, 30' incr (1d6+4 when raging) thrown club +3 ranged 1d6+2, 10' incr (1d6+4 when raging) thrown dagger +4 ranged 1d4+2/19-20, 10' incr (1d4+4 when raging) CLASS ABILITIES (Barbarian 1) ----------------------------- rage 1/day (+4 Str, +4 Con, +2 Will Save, -2 AC, max 7rd, fatigued (-2 Str, -2 Dex, no run or charge) for rest of encounter) CLASS ABILITIES (Druid 1) ----------------------------- animal companion (handle as free action, push as move action, +4 Handle Animal/wild empathy, share spells within 5', cast personal spells on companion) wild empathy (as Diplomacy, +druid level +Cha, use vs nonsapient magical beast at -4) spells: 3/1 + 0/1 Wis = 3/2 spontaneous casting: Nature's Ally of appropriate level Normal spells: 0: Guidance (+1 on 1 atk/save/skill) Mending (1lb) Purify Food and Drink (1 ft^3) 1: Cure Light Wounds (1d8+1) Magic Stone (+1 atk, 1d6+3 (1d6+5)) SKILLS (28 Barbarian + 7 Druid) ------------------------------- Concentration + 3 = 1 rank +2 Con Craft (carpentry) + 3 = 1 rank +2 Int Craft (embroidery) + 3 = 1 rank +2 Int Craft (leatherworking) + 3 = 1 rank +2 Int Craft (weaving) + 3 = 1 rank +2 Int Handle Animal + 5 = 5 ranks +0 Cha Heal + 5 = 2 ranks +3 Dex Hide + 2 = 0 ranks +2 Dex Knowledge (nature) + 5 = 1 rank +2 Int +2 druid Knowledge (omens) + 3 = 2/2 ranks +2 Int Languages* 4 = 0/2 ranks +2 Int +1 free Listen + 7 = 4 ranks +3 Wis Move Silently + 2 = 0 ranks +2 Dex Ride + 7 = 5 ranks +2 Dex Spot + 4 = 2/2 ranks +3 Wis Survival +10 = 5 ranks +3 Wis +2 druid Swim + 6 = 4 ranks +2 Str (Wild Empathy) + 1 = +1 Drd_1 +0 Cha *Languages: Elvish, Orcish, Common, Druidic FEATS (human, level 0) ---------------------- Mounted Combat (replace mount's AC with Ride check result vs 1 attack/rd) Point-Blank Shot (+1 attack & +1 damage on ranged attacks within 30') EQUIPMENT --------- normal clothing belt knife masterwork dagger 1 shortspear 2 javelins semi-trained warhorse improvised saddle & bridle club sling 8 bullets improvised leather armor tinderbox 6 stirge waterskins mysterious scrollcase writing supplies papers paper with colored ink strange substances mistletoe 200gp coins & gems EXPERIENCE --------------------------------- 150 escape, treat with goblins 150 deer hunting 600 giant mosquito hunt 100 survival 600 quadrapus-slug hunt 300 unknown! 100 gnoll druid ----- 2000 TOTAL HUMAN RACIAL FEATURES --------------------- medium size 30' move 1 Feat +1 skill point/lvl speak Common, any normal language favored class any BARBARIAN CLASS FEATURES ------------------------ Hit Die: d12 Skill Points: 4 per level (plus Int mod) Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str) Proficiencies: simple weapons, martial weapons, light armor, medium armor, shields (except tower shield) +10' move rage 1/day (+4 Str, +4 Con, +2 Will Save, -2 AC, max 3+new_Con_mod rd, fatigued (-2 Str, -2 Dex, no run or charge) for rest of encounter) DRUID CLASS FEATURES -------------------- Hit Die: d8 Skill Points: 4 per level (plus Int mod) Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) Proficiencies: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, natural attacks in wild shape, light armor, medium armor, shields (except tower shield) lose druidic spells and supernatural/spell-like class abilities for 24 hours if wear metal armor or metal shield animal companion (+0 HD, +0 AC, +0 Str, +0 Dex, +1 trick, handle as free action, push as move action, +4 Handle Animal/wild empathy, share spells within 5', cast personal spells on companion) nature sense (+2 Knowledge (nature), +2 Survival) wild empathy (as Diplomacy, +druid level +Cha, use vs nonsapient magical beast at -4) spells: 3/1 + 0/1 Wis = 3/2 spontaneous casting: Nature's Ally of appropriate level DRUID SPELLS ------------ 0: Create Water (C/create/water, VS, C range, L*2 gal) Cure Minor Wounds (C/heal, VS, touch, 1 hp, save Will X) Detect Magic (D, VS, 60' radius 1/4-circle, conc to L min, rd 1: yes/no, rd 2: # & highest strength, rd 3+: strength & location of each) Detect Poison (D VS, C range, 1 creature/object/5' cube, Wis or Alchemy vs 20 to get exact type) Flare (Ev/light, VS, C range, 1 min, -1 atk/Spot/Search, save Fort X) Guidance (D, VS, touch, 1 critter, max 1 min, +1 competence to 1 atk, save, or skill) Know Direction (D, VS, personal, instant) Light (Ev/light, VD, touch, 1 object, L*10 min (D), 20'/40' light) Mending (T, VS, 10' range, max 1lb, fix one break in metal, many breaks in wood/ceramic, hole in leather) Purify Food and Drink (T, VS, 10' range, L ft^3, fix spoiled, rotten, poisonous, contaminated food/drink, spoil unholy water) Read Magic (D, VSF, personal, L*10 min, 1 page/min permanently deciphered, Spellcraft 13 to ID Glyph of Warding, 16 to ID Greater GoW, 10+SL to ID Symbol) Resistance (A, VSD, touch, 1 critter, 1 min, +1 all saves) Virtue (T, VSD, touch, 1 critter, 1 min, 1 temp hp) 1: Calm Animals (En/compulsion/mind, VS, C range, all animals of one kind in 30' area, max 2d4+L HD, L min, dire or trained animal save Will X) Charm Animal (En/charm/mind, VS, C range, 1 animal, L hr, save Will X) Cure Light Wounds (C/heal, VS, touch, 1d8+L, save Will X) Detect Animals or Plants (D, VS, L range cone, conc to L*10 min, one type per rd, rd 1: yes/no, rd 2: #, condition of healthiest, rd 3: location & condition of each) Detect Snares and Pits (D, VS, 60' cone, conc to L*10 min, pits/deadfalls/snares, natural or of natural material, rd 1: yes/no, rd 2: # & location of each, rd 3+: type and trigger of 1/rd) Endure Elements (A, VS, touch, 1 critter, 24 hr, comfy from -50F to 140F) Entangle (T, VSD, L range, 40' radius, L min (D), -2 atk, -4 Dex, Conc 15+SL to cast, each rd save Ref X to avoid or Str 20 or Escape Artist 20 to break free, half speed but no run/charge if free) Faerie Fire (Ev/light, VSD, L range, 5' burst, L min (D), 0'/5' light, no conceal from dark, blur, displace, invisible, etc, no save) Goodberry (T, VSD, touch, 2d4 fresh berries, L day, 1 berry = 1 human-sized meal & heals 1 hp (max 8 hp/24 hr)) Hide from Animals (A, SD, touch, L critters, L*10 min (D), animals completely oblivious, broken if touch animal or attack anyone) Jump (T, VSM, touch, 1 critter, L min (D), +10/+20/+30 Jump at CL 1/5/9) Longstrider (T, VSM, personal, L hr (D), +10 land speed) Magic Fang (T, VSD, touch, 1 critter, L min (D), makes one natural weapon +1) Magic Stone (T, VSD, touch, max 3 pebbles, max 30 min, +1 wpn, 1d6 damage, throw 20' incr, sling 50' incr as bullet, double damage vs undead) Obscuring Mist (C/create, VS, 0 range, 20' rad, 20' high, concealment within 5', full concealment past 5', moderate wind disperses in 4 rd, strong wing in 1 rd, fire damage burns away in area) Pass without Trace (T, VSD, touch, L critters, L hr (D), leave no tracks or scent) Produce Flame (Ev/fire, VS, L min (D), 20'/40' light, melee or ranged (120') touch atk uses 1 min duration, dam 1d6+L (max 5)) Shillelagh (T, VSD, touch, L min (D), make club/quarterstaff +1, damage as 2 sizes larger, not for others) Speak with Animals (D, VS, personal, L min, doesn't make them friendly) Summon Nature's Ally I (C/summon, VSD, full-round cast, C range, L rd (D), default attacks your foes, choose dire rat, eagle, monkey, octopus, owl, porpoise, small viper, wolf) ================================>8 CUT HERE 8<================================ The Hanaril Clan are mainly a brown people -- light brown skin, medium brown eyes, dark brown hair -- so it's not surprising that someone with golden skin, almost-white hair, one blue eye, and one brown eye would get the epithet "Many-colored". (Really it's the eyes that do it; there's enough exogamy that lighter coloration isn't that unusual.)

Putting the size and coloration of Cadri's daughter together with which hunters from other clans were guesting with the Hanaril in the appropriate month, it's clear who she was entertaining, but there wasn't much her husband could do except pretend to ignore the snickers: adultery is grounds for mockery, but never for violence. He couldn't even concoct some other excuse for a duel, since the offender was killed by dwarven raiders before they ever met again. This doesn't mean he was happy about it, of course, and as a small-souled git he held a grudge against Cadri and Ismin for years, but it wasn't until Cadri was killed in a raid against the perfidious gnomes that he could successfully drum up an excuse to get Ismin kicked out of the clan. Ismin was supposed to be formally expelled from the clan with nothing but a minimum of clothing, but before the actual hearing could be held, an incident involving a mountain lion and grease fire (neither of which her uncle was anywhere near) threw the camp into an uproar and she made a daring escape on one of the clan's horses. In the forest... (My plan is for her to wander a bit, then hear of the Haunted Valley and head in that direction. I want her next two levels to be Druid, which suggests that she should have some sort of spiritually significant event, possibly involving her horse -- I was thinking of getting her a horse for her animal companion, and if she already has one...)