About Kaylee Veridian
Profession Sailor +6
Knowledge Nature +7
Knowledge Religion +6
Knowledge Geography +10
Traits and Feats:
This trip to Eleder is just one of many in
a long career as a sailor aboard the Jenivere and other cargo
vessels. Whether you joined the crew with the hope of one
day captaining your own ship, as the means of paying your
way to a foreign port with sweat and blood, or as a slave
or indentured servant, you now call the ship home. Pick
one of the following skills: Acrobatics, Climb, Knowledge
(nature), ***Knowledge (geography)***, Swim, or Survival. You
gain a +1 trait bonus on that skill, and that skill is always
treated as a class skill for you.
Characters with this trait have likely been on the Jenivere
since it departed Magnimar.
Child of Nature:
Spells and Domains:
Spells Prepared for the Day
1st Level Domain Spell Prepared
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).
Background and Appearance:
Originally from a small port town in Nidal, Kaylee shared her father's aquatic wanderlust and her mother's faith in Gozreh. First starting out as a cabingirl when she was 13 years of age, Kaylee hasn't set foot back on land for more than a few days at a time. She finds peace in seeming vastness of the open ocean.
Over her several years spent at sea, Kaylee has developed an interest in navigation and during her most recent hiring aboard the Jenivere she has managed to get herself apprenticed to the master navigator aboard ship.
Gear and Wealth:
0 gp / 4 sp / 8 cp
Total Weight: 77.5 (medium load)