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Character Stats for Tokala.



Player Name: Leandra
Character Name: Tokala (Fox) Evenstar
Race: Changeling
Align: Good Guy Diety: Lady

Class: Rogue/Druid
Level: 3/4 Exp: 34,400 need: 28k ::Level to 8::
Eyes: Hazel, shifting with mood and surroundings
Hair: Light brown, bleached on top
Skin: Lightly tanned

Age: 17ish Gender: Male
Ht. 6'+ Wt. 210
Str.... 17 +3
Dex.. 14 +2
Con.. 12 +1
Int.... 16 +3
Wis.. 13 +1
Cha.. 16 +3
Com. 15 +2

Attacks: Base Attk = 2/3 = 5
Melee: 8 = 5 + 3 Str
Range: 7 = 5 + 2 Dex
HP: 53/55 Subdual: 8 Gnosis: 7/31
AC: 12 = 10 + 0 AR +0 SH +2 Dex +0NA

Fort: 6 = +1/+4 Base +1 Con
Ref: 6 = +3/+1 Base +2 Dex
Will: 6 = +1/+4 Base +1 Wis

Init: 2 = 2 Dex

Languages: Common +3


















Weapon: Doc's Regret: MW Cavalry Saber (Longsword, +1 while mounted)
1d8dmg + 3 Str (+1D6 sneak attack)(+1 mounted)
Total Attack Bonus: 4 = 1/0 BA + 3 Str + 1 MW (+1 mounted)

Weapon: Dark Man's Pistol: 1D6 x3 crit

Armor: None.

Skills: *=Rogue skills, ^=Druid skills
Appraise:*
Balance:*
Bluff:*
Climb:*
Concentration:^
Craft(Alchemy):*^
Craft(Poison):*^
Decipher Script:*
Diplomacy:*^
Disable Device:*
Disguise:*
Escape Artist:*
Forgery:*
Gather Info:*
Handle Animal:^
Heal:^
Hide:*
Innuendo:
Intimidate:*
Jump:*
Know.Arcana:
Know.Ar&Eng:
K.Dungeoneering:
Know. Geog:
Know.Local:*
0 = 3 Int + 0 Ranks
0 = 2 Dex + 0 Ranks
7 = 3 Cha + 4 Ranks
0 = 3 Str + 0 Ranks
0 = 1 Con + 0 Ranks
7 = 3 Int + 4 Ranks
5 = 3 Int + 2 Ranks
0 = 3 Int + 0 Ranks
14 = 3 Cha + 9 Ranks +2Feat
0 = 3 Int + 0 Ranks
9 = 3 Cha + 6 Ranks
0 = 2 Dex + 0 Ranks
0 = 3 Int + 0 Ranks
6 = 3 Cha + 3 Ranks
7 = 3 Cha + 2 Ranks +2Feat
8 = 1 Wis + 7 Ranks
0 = 2 Dex + 0 Ranks
0 = 1 Wis + 0 Ranks
0 = 2 Cha + 0 Ranks
0 = 3 Str + 0 Ranks
0 = 3 Int + 0 Ranks
0 = 3 Int + 0 Ranks
0 = 3 Int + 0 Ranks
0 = 3 Int + 0 Ranks
0 = 3 Int + 0 Ranks
Know.Nature:^
Know.Nobility:
Know.Planes:
Know.Religion:
Listen:*^
Move Silently:*
Open Lock:*
Perform(___):
Perform(___):
Prof(Herbalism):*^
Prof(___):*^
Ride:^
Scry:
Search:*
Sense Motive:*
Sleight of Hand:*
Spellcraft:^
Spot:*^
Survival:^
Swim:*^
Tumble:*
Use M* Device:
Use Rope:*


8 = 3 Int + 3 Ranks +2Druid
0 = 3 Int + 0 Ranks
0 = 3 Int + 0 Ranks
0 = 3 Int + 0 Ranks
10 = 1 Wis + 9 Ranks
5 = 2 Dex + 3 Ranks
0 = 2 Dex + 0 Ranks
0 = 3 Cha + 0 Ranks
0 = 3 Cha + 0 Ranks
7 = 1 Wis + 6 Ranks
0 = 1 Wis + 0 Ranks
6 = 2 Dex + 4 Ranks
0 = 3 Int + 0 Ranks
9 = 3 Int + 6 Ranks
9 = 1 Wis + 6 Ranks +2Feat
6 = 2 Dex + 4 Ranks
6 = 3 Int + 3 Ranks
6 = 1 Wis + 5 Ranks
9 = 1 Wis + 6 Ranks +2Druid
0 = 3 Str + 0 Ranks
4 = 2 Dex + 2 Ranks
0 = 3 Cha + 0 Ranks
0 = 2 Dex + 0 Ranks






























Feats:
Aura of Serenity: +2 Sacred bonus to all checks involving the following skills: Animal Empathy, Diplomacy, Handle Animal and Sense Motive. In addition yuo gain a +2 insight bonus in all Diplomacy checks to avoid combat or otherwise diffuse hostile situations.
Heroic Destiny: You are destined for Greatness, you may not even know it yet. Once per session you automatically stabilize if your hp fall below 0. In addition, once per session you may reroll 1 failed saving throw.

Spells: 5 0th, 3+1 1st, 2 2nd /day
Spells Used: 0th - Cure Minor Wounds, 1st - Cure Light Wounds, Entangle, Obscuring Mist
Logical Options: 0th - Create Water, Detect Poison, Purify Food and Drink, Thunderthump(PGD) 1st - Amplify Poison(PGD), Calm Animals, Hide from Animal, Gills(PGD) Pass without Trace, Produce Flame, Speak with Animals, 2nd - Animal Aspect(PGD), Barkskin, Delay Poison, Gust of Wind, Hold Animal, Lesser Restoration, Warp Wood,

Special Abilities:
Sneak Attack +2D6: Deal extra damage any time your opponent is denied their Dex bonus to AC.
Trapfinding: May use Search skill to locate Traps.
Evasion: If the rogue succeeds at a Reflex save that normally would still deal half damage, the rogue avoids all the damage.
Trap Sense +1: +1 bonus on Reflex saves vs. Traps and +1 bonus to AC vs. Traps.
Animal Companion: TBA
Nature Sense: +2 bonus to Know(Nature) and Survival checks.
Wild Empathy: May make a D20 + Druid level + Cha mod to attempt to improve the attitude of an animal. The typical domesticated animal begins as indifferent, while wild animals are usually unfriendly. Must be within 30' and able to study each other.
Woodland Stride: Move through any sort of undergrowth such as thorns and briars at normal speed without taking damage or suffering any other impairment.
Trackless Step: Leaves no trail in natural surroundings and cannot be tracked. (May leave a trail if desired.)
Resist Nature's Lure: +4 to resist spell-like abilities of fey.

No Stat adjust
Medium size
Land speed 30'
+2 Racial bonus to saves vs Sleep and Charm
Speak Language is a class skill for them, no matter what their actual class, they are fluid linguists.
Minor Shape Change: Functions as per Disguise Self, except it isnt an illusionary effect, but an actual physical alteration of the Changelings Features....it adds a +10 to the Disguise skill. A True-seeing spell reveals a changelings natural form as well. Changing shape is a full round action.
Favored Class: Rogue


Guises:
Tokala (Fox) A fair sized fellow, strong but soft, 6'+ 210lbs, light brown hair a little ruffly on top prone to sun bleaching and hazel eyes that shift with mood.

Tom Kelm (deceased) 10-20lbs heavier, more muscular, brown hair, blue eyes. Strong and gruff but essentially good.

Tom Conall (Twin - Strong as a hound/wolf) Slender and rangy but muscular, with dark brown hair long and tangled on top and intent if somber golden eyes. Scruffy chin with a slight scar on his right jaw and a hint of a mustache.




Kethra Evenstar = Witchmamma

- Friends -
Julia Fairchild - com 15 cha 14
Jules is 18 years of age, from a family of hunters, archers and leatherworkers that live on the outskirts of town. Often away from town, she is a fairly cute and well figured girl (hourglass figure and B to C cup breasts) (app 15 on the random dice), though dressed in pants and boots more often than not, adorned with leather and fur that she saves for herself. She is often slightly dirty or smudged from something or other in the woods and fields, and possesses a very fun loving down to earth nature, and a slight disdain from traditional lawful authority which has had very little impact on her more outback life. She has dirty blond hair tied in a braid down her back (random dice, not meant to resemble the actual Leandra) and blue eyes. Her face is of a smiling and friendly, although impish and saucy, nature and she always has a bow (and usually a knife) with her.


Annie Colds - Shes the daughter of the towns smith, she is a weaponsmith and fighter by trade, part of the town militia, and she's always been pretty nice to you, of course, she's nice to everyone. She's my sweetie! Not that she knows that.. Annie kind of likes you too, she might even have kissed you on the cheek a few times or held your hand on occasion. She's a bit of a tomboy, but pretty. Strong girl, solid legs and shoulders on her, and a strong but very pretty face, about 5'6", about 150 lbs or so, her father was a smith and is also in the militia, her taught her well. She's also pretty religious, but her family doesnt judge, her father and your mam always seemed on guarded but friendly terms. She grew up without a mother, and you without a father, so there was some common ground there, and while the two of you didnt get to spend a lot of time togather growing up, when you did it was a very enjoyable time.

Mora (Rat-Tail) - Mora, her real name, is another of your childhood aqquaintances. She is a misfit like you, but unlike you, she had no powerful witch to protect her. Though townsfolk may whisper about your mum having demon-blood, for Mora there is no doubt. Her curved ivory horns, skin spattered by dark markings, intense green eyes, and long, hairless tail make it clear to see where her ancestry lies. She is quite beautiful, aside from these traits, if a little scruffy. She is tall and leggy, possessing a frame well suited for running and fighting. She is the town freak, both bullied and a bully, cruel at times but kind at others, a thief and tale-spinner. She lives with her aunt and cruel uncle on a small spread outside of town. Her uncle is a bitter drunk, among other things. She came from a town far to the north, called Kolya, arriving in this town just as you were getting to go out on your own as a child. As a child, she claimed her father is is a legendary knight in Kolya, and is going to come find her someday. She also claimed Kolya had candy stores on every corner, and talking dogs, but since she is a liar and tall-tale teller, nobody believed her. She was generaly good to you (very good as we'll soon learn), but very difficult to manage and always egging0D They have 0 society and culture of their own, as far as they are aware...they often live lonely lives, afraid to get too close to anyone lest their identity be discovered. On occasion however, one with good self control will settle down, usually in a small community and start a family, and live out the rest of their days their, but its always a gamble. They have a definitive sex...male or female. A female can appear male, and a male can appear female, but they are and will always be their natural sex, no matter the form.
The Disguise skill is their most important skill, for it governs not only their raw shapeshifting ability, but how well they can mimic the mannerisms of the person they take...Bluff is also a very useful skill for a Changeling.

Obviously, Disguise penalties apply...its much harder to look like a specific member of the opposing sex, for example, then it is to just look like a random person of your own sex. you can seem 1' taller or shorter from base height, and you can appear reasonably lighter or heavier...
Your actual weight stays the same, however, so discretion is the key...your body just increases/reduces density according to your appearance you arent a blob, so you cant turn yourself into a 400lb fatty one round and a 100lb skinnyass the next...
You can, however, gain/lose weight naturally over time...this is a time honoured changeling tactic for selecting appearances, gaining and losing weight over time so that when they take a specific form, its easier to maintain the illusion.
Despite the fact they can make World-Class Assassins, Changelings have no natural leaning in Alignment...you can have good changlings, bad changlings, etc. Many are just lonely dreamers who hope to one day find someone they can reveal their nature too... obviously, most people would freak the fuck out if their loved one turned into a smooth-featured gray thing...

As you know from Prue, in your natural form you are a gray skinned, pale haired creature with barely discernable features...a faint nose and mouth, but a far cry from the details of a human with blank white eyes..

Also, obviously, your discretion is key...none of the other players even know about this race, so its completly your call to keep your secrets to yourself or reveal yourselves to them in a dramatic fashion...the only things to remember is certain events can cause you to shift against your will...extreme pain, etc. for example, so you'll have to be careful...
And also note when I say "extreme pain", I dont mean stubbing your toe, I'm talking horrific torture, etc...anything that causes your mind to start scattering in differant directions, you know?




- Important Plot Info -
Mossy Glen is a small warren of Awakeners, as far as they know they're pretty much the only ones left. Bron's their ambassador to the Jauh'dha, a people who are extremely xenophobic, but are hunters without peer and are very loyal to their King. This King is also their king, and he calls himself Khan. He has recently awakened and taken a Queen who will somehow help him shed his bonds. He is an Old God, but one who has retained his full powers. Bron secretly thinks he is far older than the Old Animal Gods, but she has no proof. He asked how he could've been chained then and was told that there are other strong things in the world, some for good, some for evil, and that no one knows how he got chained in the first place, some say he gave himself up after centuries of lonliness, others thing he was betrayed by one he loved. He is awake now though and gathering his armies, the Awakeners, the Satyr, the Ogres and Fensir, and the Centaur of the north, untainted by the madness of their southern cousins. - Class Info -
Cleared to take "Scout" levels from the Complete Adventurer.