Post by harknail on May 31, 2011 9:05:56 GMT -5
Basics
Name: Vadania
Race: Elf, Wild
Class: Level 6 Druid, Level 2 Storm Lord (Silver Flame)
Alignment: Neutral Good
Gender: Female
Height: 5'1"
Weight: 88
Hair: White
Eyes: Green with gold flecks
Appearance
Ability Scores
STR: 10
DEX: 18
CON: 14
INT: 12
WIS: 16
CHA: 10
Vitality and Saves
Hit Points: 60
Init: +4
AC: 22
Touch: 16
Flatfooted: 18
BAB:
- Melee: +5
- Ranged: +9
Fort: +11
Ref: +7
Will: +12
Skills
Feats
Alertness (+2 Spot & listen added in above)
Point Blank Shot (+1 hit & Damage within 30')
Natural Bond (up to 3 other levels count as Druid levels for animal companion advancement)
Bonus: Omniscient Whispers (Once per week you can ask a single question as per the commune spell (answer provided by the silver flame entity), rendering you exhausted)
Racial Traits
Low-light vision
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects
Receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats
+2 racial bonus on Listen, Search, and Spot checks
A wild elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Favored class: Sorcerer
Class Abilities
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor;
Spontaneous Casting of summon nature’s ally
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
Animal companion: level 1
Wild Shape twice per day (small or medium only): familiar with wolves, crocodiles(or the fell equivalent), leopards, eagles, dire hawks, bears, boars, dire badgers, bats, and weasels, lizards, both kinds of snakes, and the common wolverine.
Fire and negative energy resistance 5.
Any arrow I fire or sword I swing is treated as being +1 (enhancement) and silver and does +1d6 fire damage.
Equipment
Weapons:
Wooden longsword (+2) +7 1d8+2+1d6fire (+1 longsword, naturally regrows and sharpens itself), (table 4-1)
Longsword +5 1d8+1d6fire
+1 Longbow +11 1d8+1+1d6(corrosive, Frost, flaming, or shock switchable as a swift action)+1d6fire, +1 if target within 30 feet
MW Longbow +11 1d8+2+1d6fire within 30 feet, else +10 1d8+1+1d6fire
Sling (Bullet) +9 1d4
Sling (Stone) +8 1d3
Dagger (thrown) +9 1d4
Dagger +5 1d4
Club +5 1d4
Shillelagh +6 2d6
Silvered sickle +5 1d6-1
Armor:
+1 leafweave studded leather, AC +4, max dex 6, armour check 0, spell fail 10%, move 30, weight 15lbs, nonmetal
magical armor crystal from Lizardman valley: Resist fire 10: 50 pts per day
magical armor crystal from Silver Flame: Endure elements crystal (attached to armor)
Darkwood Shield heavy wooden +2 AC, -0 penalty
Thunder Cape: blue-grey and silver in the outline of clouds, +1 shield bonus, +1d6 lightning damage 3x per day, +2 deflection bonus ooo
chromatic Dragon scale cloak, 5 energy resistance versus corrosive, Frost, flaming, or shock switchable as a swift action
The resistance can be further enhanced by +5 for every two unused spell levels imbued into the cloak each morning, to a maximum of +20 for 6 spell levels
Vest of Resistance, +1 resistance bonus to all saves
Gear:
Backpack
Bedroll
Blanket, Winter
Waterskin
Belt Pouch x2
Trail Rations [10]
Flint & Steel
50' Silk rope
2 Sunrods
Bullets [6]
Arrows [20]
Wand of cold: x2 per day 30 ft line of cold 2d6 damage DC 14 for half. Extinguishes natural fires and freezes water so that a horse can walk on it (but not construct) xo
convex blue lens on chain from Lizardman valley: Summons floating platform that hold 300 lb and lasts for 3 hours. Stays within 30 ft of owner.
Oil of Darkness from mill
Vial of Magical Poison from mill
Wand of flame blade - 20 charges remaining
Wand of lesser vigor - 5 charges remaining
Hammer of Witches: glows near some things (magic? demons?)
Tarp with Magical symbol that glows in the moonlight
Book with some cryptic information about the Tarp
Ring of mystical healing: +1 caster level when casting healing spells, and 3 charges per day - using a charge adds 2d6 to a healing spell you cast. Or you can blow all three charges at once for +4d6 xoo
Ring of fire type: blood glows and apparently impervious to heat
Sunlight Shard attached to necklace: emits a daylight spell heightened to level 5; searing beam 3/day CL 20 10d8 damage to creatures vulnerable to sunlight (vampires, etc), 10d6 points of damage to undead, 5d6 to constructs, and 5d8 to anything else xxo
Gloves of the Starry Sky, 3/day convert a spell slot into magic missiles xxx
Home:
Scimitar +0 1d6
Hide +3 AC, +4 max Dex, -3 penalty
Shield heavy wooden +2 AC, -2 penalty
Spare Daggers [4]
Bullets [4]
Money
37 GP
3 SP
Magic
Spells per day-
0 - 6
1 - 4+1
2 - 3+1
3 - 3
4 - 2
Spells Memorized (subject to change daily) -
o Create Water
ooo Cure Minor Wounds
Detect Magic
o Mending
o Purify Food & Drink
Read Magic
x Cure Light Wounds
x Endure Elements
Entangle
x Faerie Fire
Goodberry
x Magic Stone
x Pass without trace
Barkskin
o Bull’s Strength
x Flaming Sphere
Reduce Animal
x Restoration, Lesser
Soften Earth and stone
o Spider Climb
o Call Lightning
o Protection From Energy
Spike Growth
o Stone Shape
Quench
Water Breathing
Whispering Sand
o Air Walk
Cure Serious Wounds
x Flame Strike
Freedom of Movement
Ice Storm
Languages
Common
Druidic
Elven
Sylvan
Background
Vadania was born with white skin and hair, very unusual for a Wild Elf. The other elves of the tribe rejected her, and thus her parents moved far away where there were none who knew how strange their daughter was, ending up in the Steadlands near Clearwater. While she was still a young child of 90, she and her parents were ambushed in what they thought was a safe area. She escaped, but only because her parents gave their lives to cover her running away. Still too young to be out on her own, she was taken in by a human druid, who raised her and taught her the druidic ways. As he aged the still young Vadania took care of him until he finally passed away. This left Vadania alone. Desperate for some company, Vadania has decided to visit Clearwater along with with her wolf Ylva. The problem is that Clearwater has far too much company! And "civilization" stinks! She's ready to jump at any opportunity that provides company and gets her out of town.
Advancement
Level: 4
XP: 6000
To next level: 10000
Plans for advancement: Advance as Druid, perhaps start using Elven weapons (primarily bows)
Name: Vadania
Race: Elf, Wild
Class: Level 6 Druid, Level 2 Storm Lord (Silver Flame)
Alignment: Neutral Good
Gender: Female
Height: 5'1"
Weight: 88
Hair: White
Eyes: Green with gold flecks
Appearance
Ability Scores
STR: 10
DEX: 18
CON: 14
INT: 12
WIS: 16
CHA: 10
Vitality and Saves
Hit Points: 60
Init: +4
AC: 22
Touch: 16
Flatfooted: 18
BAB:
- Melee: +5
- Ranged: +9
Fort: +11
Ref: +7
Will: +12
Skills
Skill | Base | Tot | Adj | Misc | Rank | Max |
Appraise • | Int | +1 | +1 | 0 | 6 | |
Balance • | Dex | +4 | +4 | 0 | 6 | |
Bluff • | Cha | +0 | +0 | 0 | 6 | |
Climb • | Str | +0 | +0 | 0 | 6 | |
Concentration • | Con | +2 | +2 | 0 | 11 | |
Craft (untrained) • | Int | +1 | +1 | 0 | 6 | |
Craft (Leatherworking) | Int | +3 | +1 | 2 | 11 | |
Diplomacy • | Cha | +0 | +0 | 0 | 11 | |
Disguise • | Cha | +0 | +0 | 0 | 6 | |
Escape Artist • | Dex | +4 | +4 | 0 | 6 | |
Forgery • | Int | +1 | +1 | 0 | 6 | |
Gather Information • | Cha | +0 | +0 | 0 | 6 | |
Handle Animal | Cha | +5 | +0 | 5 | 11 | |
Heal • | Wis | +6 | +3 | 3 | 11 | |
Hide • | Dex | +4 | +4 | 0 | 6 | |
Intimidate • | Cha | +0 | +0 | 0 | 6 | |
Jump • | Str | +0 | +0 | 0 | 6 | |
Knowledge (nature) | Int | +14 | +2 | +3 | 8 | 11 |
Knowledge (religion) | Int | +3 | +1 | 2 | 6 | |
Listen • | Wis | +16 | +7 | 9 | 11 | |
Move Silently • | Dex | +4 | +4 | 0 | 6 | |
Perform (untrained) • | Cha | +0 | +0 | 0 | 6 | |
Profession (herbalist) | Wis | +5 | +3 | 2 | 11 | |
Ride • | Dex | +4 | +4 | 0 | 11 | |
Search • | Int | +3 | +3 | 0 | 6 | |
Sense Motive • | Wis | +3 | +3 | 0 | 6 | |
Spot • | Wis | +17 | +7 | 10 | 11 | |
Survival • | Wis | +14 | +5 | 9 | 11 | |
Swim • | Str | +0 | +0 | 0 | 11 | |
Use Rope • | Dex | +4 | +4 | 0 | 6 |
Feats
Alertness (+2 Spot & listen added in above)
Point Blank Shot (+1 hit & Damage within 30')
Natural Bond (up to 3 other levels count as Druid levels for animal companion advancement)
Bonus: Omniscient Whispers (Once per week you can ask a single question as per the commune spell (answer provided by the silver flame entity), rendering you exhausted)
Racial Traits
Low-light vision
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects
Receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats
+2 racial bonus on Listen, Search, and Spot checks
A wild elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Favored class: Sorcerer
Class Abilities
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor;
Spontaneous Casting of summon nature’s ally
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
Animal companion: level 1
Wild Shape twice per day (small or medium only): familiar with wolves, crocodiles(or the fell equivalent), leopards, eagles, dire hawks, bears, boars, dire badgers, bats, and weasels, lizards, both kinds of snakes, and the common wolverine.
Fire and negative energy resistance 5.
Any arrow I fire or sword I swing is treated as being +1 (enhancement) and silver and does +1d6 fire damage.
Equipment
Weapons:
Wooden longsword (+2) +7 1d8+2+1d6fire (+1 longsword, naturally regrows and sharpens itself), (table 4-1)
- Protection from arrows, 1/day as an immediate action - you can use it in response to being shot at
- Once per day the sword can be used as an immediate action to deflect any one ranged touch attack (or similar) that would strike you
Longsword +5 1d8+1d6fire
+1 Longbow +11 1d8+1+1d6(corrosive, Frost, flaming, or shock switchable as a swift action)+1d6fire, +1 if target within 30 feet
MW Longbow +11 1d8+2+1d6fire within 30 feet, else +10 1d8+1+1d6fire
Sling (Bullet) +9 1d4
Sling (Stone) +8 1d3
Dagger (thrown) +9 1d4
Dagger +5 1d4
Club +5 1d4
Shillelagh +6 2d6
Silvered sickle +5 1d6-1
Armor:
+1 leafweave studded leather, AC +4, max dex 6, armour check 0, spell fail 10%, move 30, weight 15lbs, nonmetal
magical armor crystal from Lizardman valley: Resist fire 10: 50 pts per day
magical armor crystal from Silver Flame: Endure elements crystal (attached to armor)
Darkwood Shield heavy wooden +2 AC, -0 penalty
Thunder Cape: blue-grey and silver in the outline of clouds, +1 shield bonus, +1d6 lightning damage 3x per day, +2 deflection bonus ooo
chromatic Dragon scale cloak, 5 energy resistance versus corrosive, Frost, flaming, or shock switchable as a swift action
The resistance can be further enhanced by +5 for every two unused spell levels imbued into the cloak each morning, to a maximum of +20 for 6 spell levels
Vest of Resistance, +1 resistance bonus to all saves
Gear:
Backpack
Bedroll
Blanket, Winter
Waterskin
Belt Pouch x2
Trail Rations [10]
Flint & Steel
50' Silk rope
2 Sunrods
Bullets [6]
Arrows [20]
Wand of cold: x2 per day 30 ft line of cold 2d6 damage DC 14 for half. Extinguishes natural fires and freezes water so that a horse can walk on it (but not construct) xo
convex blue lens on chain from Lizardman valley: Summons floating platform that hold 300 lb and lasts for 3 hours. Stays within 30 ft of owner.
Oil of Darkness from mill
Vial of Magical Poison from mill
Wand of flame blade - 20 charges remaining
Wand of lesser vigor - 5 charges remaining
Hammer of Witches: glows near some things (magic? demons?)
Tarp with Magical symbol that glows in the moonlight
Book with some cryptic information about the Tarp
Ring of mystical healing: +1 caster level when casting healing spells, and 3 charges per day - using a charge adds 2d6 to a healing spell you cast. Or you can blow all three charges at once for +4d6 xoo
Ring of fire type: blood glows and apparently impervious to heat
Sunlight Shard attached to necklace: emits a daylight spell heightened to level 5; searing beam 3/day CL 20 10d8 damage to creatures vulnerable to sunlight (vampires, etc), 10d6 points of damage to undead, 5d6 to constructs, and 5d8 to anything else xxo
Gloves of the Starry Sky, 3/day convert a spell slot into magic missiles xxx
Home:
Scimitar +0 1d6
Hide +3 AC, +4 max Dex, -3 penalty
Shield heavy wooden +2 AC, -2 penalty
Spare Daggers [4]
Bullets [4]
Money
37 GP
3 SP
Magic
Spells per day-
0 - 6
1 - 4+1
2 - 3+1
3 - 3
4 - 2
Spells Memorized (subject to change daily) -
o Create Water
ooo Cure Minor Wounds
Detect Magic
o Mending
o Purify Food & Drink
Read Magic
x Cure Light Wounds
x Endure Elements
Entangle
x Faerie Fire
Goodberry
x Magic Stone
x Pass without trace
Barkskin
o Bull’s Strength
x Flaming Sphere
Reduce Animal
x Restoration, Lesser
Soften Earth and stone
o Spider Climb
o Call Lightning
o Protection From Energy
Spike Growth
o Stone Shape
Quench
Water Breathing
Whispering Sand
o Air Walk
Cure Serious Wounds
x Flame Strike
Freedom of Movement
Ice Storm
Languages
Common
Druidic
Elven
Sylvan
Background
Vadania was born with white skin and hair, very unusual for a Wild Elf. The other elves of the tribe rejected her, and thus her parents moved far away where there were none who knew how strange their daughter was, ending up in the Steadlands near Clearwater. While she was still a young child of 90, she and her parents were ambushed in what they thought was a safe area. She escaped, but only because her parents gave their lives to cover her running away. Still too young to be out on her own, she was taken in by a human druid, who raised her and taught her the druidic ways. As he aged the still young Vadania took care of him until he finally passed away. This left Vadania alone. Desperate for some company, Vadania has decided to visit Clearwater along with with her wolf Ylva. The problem is that Clearwater has far too much company! And "civilization" stinks! She's ready to jump at any opportunity that provides company and gets her out of town.
Advancement
Level: 4
XP: 6000
To next level: 10000
Plans for advancement: Advance as Druid, perhaps start using Elven weapons (primarily bows)