Shemsa Sobk

Shemsa Sobk, Osirian Faction, Pathfinder
Human female Druid 1, N, Nethys
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
(0 + 5 + 5 + 0 + 10 + 0 = 20)

HP: 10, AC: 20 (+2 armor, +2 shield, +2 Dex), Spd 20 ft., Init +2, Saves: Fort +4, Ref +2, Will +5, BAB +0, Grapple +0, Atk: +0 Scimitar (1d6 slashing, 18-20 crit), +2 Sling (1d4 damage, 20 crit, 50' range)

Class Abilities: Nature Sense (+2 Knowledge - nature and Survival checks), Wild Empathy, Animal Companion

Feats: Spell Focus (Conjuration) (B), Augment Summoning, Dunewalker (faction bonus feat)

Languages: Osiriani, Druidic (B)
Skills (20): Concentration (Con) 0 (+1), Craft (Int, Alchemy) 2 (+2), Diplomacy (Cha) 0 (+0), Handle Animal (Cha) 2 (+2), Heal (Wis) 2 (+5), Knowledge (nature, Int) 1 (+3, including +2 from nature sense), Listen (Wis) 1 (+4), Profession (Wis, guide) 4 (+7), Ride (Dex) 0 (+2), Spellcraft (Int) 3 (+3), Spot (Wis) 1 (+4), Survival (Wis) 4 (+9, including +2 from Nature Sense), Swim (Str) 0 (+0)

Spells (can spontaneously change any to Summon Nature's Ally):
0 (3) - Create Water, Cure Minor Wounds, Purify Food and Drink
1st (1+1) - Entangle, Goodberry or Magic Stone

Scimitar (15 gp, 4 lbs), Sling (-, -) w/10 stones (5 sp, 5 lbs), Rosewood Leather Armor (+2 armor*, 50 gp, 15 lbs, +6 MDB, 10% ASF), heavy wooden shield (7 gp, +2 shield bonus, -2 ACP, 10 lbs), Backpack (2 gp, 2 lbs), Bedroll (1 sp, 5 lbs), Rations x5 (2.5 gp, 5 lbs), Waterskin (1 gp, 4 lbs), Flint & Steel (1 gp, -), Signal Whistle (8 sp, -), Belt Pouch (1 gp, ½ lb), 2 flasks Alchemist's Fire (40 gp, 2 lbs)

Encumbrance (Lt 33 lbs, Med 34-66 lbs, Hvy 67-100 lbs): 47.5 lbs carried

Cash Spent: 120.9 gp, Cash Remaining: 29 gp, 1 sp, 'Day Job check': Profession (guide) +7

Favored Class: Druid

Shemsa Sobk was raised among desert-dwelling Garundi caravaneers, learning at an early age that she would receive more attention from the horses, camels and hounds, while her harried parents were too busy on matters of commerce to attend to her comings and goings, which grew increasingly pronounced, as she would veer from the prepared paths and find herself a moment of privacy, with just herself and her faithful hound, Ashti, who was a sickly pup, expected to die.

Shemsa first discovered rune-protected ruins in her travels (having been forced to take shelter in one ruin when a sudden sandstorm made it impossible to rejoin the caravan), and discovered that the ancient faltering magics served to block the worst of the storm's fury, with sand skittering off of an invisible barrier right before her eyes as she stood in the threshold of a fallen building of some sort. Enthralled by the mysterious glyphs that decorated the stone, faded but still visible, glimmering in the darkness as their ancient magics worked their mysteries, Shemsa determined to learn all that she could of the ancient buried magics that lay in the desert, treasures of a past that did not deserve to be abandoned. As a matter of practicality, she also revealed her discovery to her parents, who have taken advantage of this long-forgotten place as a temporary shelter themselves, grateful that their adventurous daughter stumbled upon such a fortuitous discover (and grateful, as well, that she had survived the storm!).

As a Pathfinder, Shemsa serves as a wilderness guide, and has only the barest experience working outside of her desert home, but now she finds that she must work outside of her element, if she is to build her influence among the Pathfinder Society, so that she might lead expeditions of her own.

 

Ashti
Riding Dog Animal Companion (+1 Trick, Link, Share Spells)

Medium Animal - 2d8+4 HD (13 hp), Init +2, Spd 40 ft., AC 16 (+2 Dex, +4 natural), Base Attack / Grapple: +1 / +3, Attack: Bite +3 melee (1d6+3), Full Attack: Same, Space/Reach: 5 ft./5 ft., Special Qualities: Low-light vision, Scent, Trip, Saves: Fort +5, Ref +5, Will +1, Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Alertness, Track (B)
Riding Dogs have a +4 racial bonus to Jump checks, and a +4 racial bonus on Survival checks when tracking by scent
Trip (Ex): A dog that has been trained for war that hits with a bite attack can attempt to trip an opponent (+1 trip modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.
Tricks (7): General Purpose - Hunting (attack, down, fetch, heel, seek, track) and Guard

Ashti is a sleek tan desert hound that resembles a greyhound or saluqi (darker on top, fading to a white underbelly), but has a stockier frame and is as tall as a great dane, with the power to match its imposing build. Despite a reputation for being excitable, Ashti is an extremely relaxed and aloof animal, not prone to emotional displays, acting much more like one would expect of a large cat, than a dog.