Ghanymae Syntheab's page

8 posts. Alias of fnord72.


About Ghanymae Syntheab

Ghanymae Syntheab
Aasimar Druid 1
NG Medium Outsider (native)
Deity:

Initiative: +2; Perception +9; Darkvision 60'
Languages: Common, Sylvan, Druidic

Combat Statistics:

DEFENSE
AC 14, Touch 12, Flat Footed 12 (Dex +2, Armor +2)
HP (1d8+1)
CMD 10
DR
Immune
Resist
Vulnerable
Fort +2, Ref +0, Will +2

OFFENSE
Speed 30'
Melee -2
Ranged +2
CMB -2
Base Attack +0
Special Abilities:

SPELLS
Spells per Day: 3/4/0/0/0/0/0/0/0/0
1st Lvl: Charm Animal, Cure Light Wounds, Obscuring Mist, Produce Flame
Orison: Create Water, Detect Magic, Know Direction

ABILITIES
STR 7, DEX 14, CON 12, INT 10, WIS 20, CHA 12

FEATS
Spell Focus: Conjuration

TRAITS
Campaign Trait: Pioneer
Faith Trait: Ease of Faith
Social Trait: Fast-Talker

SKILLS
Favored Class Druid: HP: Skills:
Skills (4 class +0 Int +1 FC): 5
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +2, 0+2+0+0
Appraise (Int) +0, 0+0+0+0
Bluff (Cha) +2, 0+1+3+1 +1 trait, class
Climb (Str)* -2, 0-2+3+0
Craft (Alchemy) (Int)* +0, 0+0+3+0
Diplomacy (Cha)* +2, 0+1+3+1 +1 trait,class
Disable Device (Dex)t +2, 0+2+0+0
Disguise (Cha) +1, 0+1+0+0
Escape Artist (Dex) +2, 0+2+0+0
Fly (Dex)* +2, 0+2+3+0
Handle Animal (Cha)*t +5, 1+1+3+0
Heal (Wis)* +5, 0+5+3+0
Intimidate (Cha) +1, 0+1+0+0
Knowledge (arcana) t +0, 0+0+0+0
Knowledge (dung) t +0, 0+0+0+0
Knowledge (eng) t +0, 0+0+0+0
Knowledge (geog)*t +0, 0+0+3+0
Knowledge (hist) t +0, 0+0+0+0
Knowledge (local) t +0, 0+0+0+0
Knowledge (nature)*t +4, 1+0+3+0
Knowledge (nobility) t +0, 0+0+0+0
Knowledge (planes) t +0, 0+0+0+0
Knowledge (religion) t +0, 0+0+0+0
Linguistics (Int) t +0, 0+0+0+0
Perception (Wis)* +9, 1+5+3+0
Perform (Oratory) (Cha) +1, 0+1+0+0
Profession (Wis)*t +5, 0+5+3+0
Ride (Dex)* +2, 0+2+0+0
Sense Motive (Wis) +5, 0+5+0+0
Sleight of Hand (Dex)t +2, 0+2+0+0
Spellcraft (Int)*t +4, 1+0+3+0
Stealth (Dex) +2, 0+2+0+0
Survival (Wis)* +9, 1+5+3+0
Swim (Str)* -2, 0-2+3+0
Use Magic Device (Cha)t +1, 0+1+0+0

Equipment:

Average start=70g
Backpack 2g 2lb, Explorer's Outfit 8 lbs, Rosewood Armor 50g 15 lbs, Waterskin 1g 4 lb
Total 53g 29 lbs

Cash on Hand:
Gold 17

Druid Abilities:

Nature Bond: At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
--Weather (Storm Domain):Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
--Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
--Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
--Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Replacement Power: The following granted power replaces the lightning lord power of the Weather domain.
--Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
--Replacement Domain Spells: 5th—call lightning storm, 6th—sirocco.

Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Aasimar:

Aasimars have the following racial traits:

Ability Adjustments: +2 Charisma, +2 Wisdom. Aasimars are insightful, confident, and personable.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Abilities: daylight 1/day (caster level equals the aasimar's class level).
Resistance(s): acid, cold, electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Fluff:

Background Ghanymae was blessed from birth. Unfortunately, her community was constantly seeking her out for blessings that she knew not what was going on at such a young age. As she grew into a young woman, she found that nature presented a certain solitude from her village. Wandering further and further afield, she eventually found a druid living in the deep forest. Under the tutelage of Rangverh Brightcloud, she learned the skills of the forest and found her calling.
Now that she is older, and somewhat wiser, she returned to society. For several years she has lived in Restov as a minor midwife. Those in her neighborhood are just starting to wonder why the weather seems to darken and grow stormy when she is in a bad mood. One of those neighbors, the son of a baker, Isoeph Yngvar, has had a growing crush on her for the last few months. Last week Isoeph threatened to publicly accuse her of witchcraft if she did not agree to wed him. As she has no interest in being tied down at this point in her life, she has grasped at this opportunity offered by the Lord Mayor of Restov to go out into the wilds of the Stolen Lands.
With a going away gift of a horse from Gersy Shortshore, the proprietor of the inn she frequented in the evenings, she accepted a writ of exploration and law and set out for Oleg's Trading Post.