Lini

Wiscara Gresham's page

86 posts. Alias of TrueRepentance.


Full Name

Wiscara 'Cara' Gresham

Race

Human

Classes/Levels

Druid 1 [ HP: 10/10 | AC:15 T:12 FF:13 | F: +4 R: +2 W:+6 | Init +2 perception +8 | CMB +0 CMD +12 | Exp:285]

Gender

Female

Size

Medium

Age

16

Special Abilities

Nature Bond, Spontaneous SNA, Wild Empathy...

Alignment

True Neutral

Deity

Human Nature God

Location

near woodbridge

Languages

Common, Druidic, Sylvan

Strength 11
Dexterity 15
Constitution 15
Intelligence 12
Wisdom 19
Charisma 14

About Wiscara Gresham

Backstory:

Wiscara was born to a single mother, Garelda, an ally of the Maetuar. She had learnt the ways of a druid from them when she was young and it was discovered she had natural talent and a way with the land. When a disease had spread through an army and almost killed the leader when they passed through they had taken her and accused her of cursing them. They would not believe she was not a witch, killed her companion and mistreated her, releasing her only when she caught the disease herself.

Less than a year later she had Wiscara and cared for her new daughter, father unknown, one of the soldiers who had mistreated her during her capture. They lived for several years with a group of Maetaur along the Worran, who had taken her in when she fled. Wiscara was a beautiful child and had a wonder for nature. A natural with animals. She could imitate any animal sound she heard for the first time perfectly. One day when she was on her own a sick and starving leopard attacked her. She screamed and ran but the animal pounced and brought her down, sinking its claws into her thigh. Her mother had heard her cries and luckily not been far away for the next instant a spear pierced the creatures chest killing it. She learned to defend herself after that and her mother showed her how to use several weapons including spear, dagger, mace and sling.

One day, she was preparing a soup for her mother when a lone Urandoman soldier appeared. He demanded sustenance and she gave him some of the soup. It was not enough and seeing this young girl alone with her reminded himself of how alone he was also, having fled a lost war, a deserter. He harassed and then attacked her, angered by her refusal of him. She received his dagger, meant for her neck, in her right arm at the same time her spear pierced his heart. She had never killed anything before and was shocked for hours before she moved again. they buried him, hoping no one would come here looking for him.

After this they left to go to Woodbridge, a place they heard was safer, especially now that the Urandoman warlords had been driven away by a new force in the land. Woodbridge accepted them quickly, though they only were able to purchase a small hut nearest the river, which was preferred by her mother anyway. She spent the rest of her time there, learning her mothers ways as well as making friends with other village children. She met a new elf one day, looking for information on the local plants and animals. He was new to the area and was also looking for a new home in the area. They quickly became friends and she would offer help whenever he was in the area.

Her mother says she is ready to become a druid and permission from the Maetaur elders. The ceremony begins now, a young, unaware cougar, suddenly hears her call.

Equipment:

wooden armour = 15 gp / 25 lbs
healers kit = 50 gp / 1 lbs
club = 0 gp / 3 lbs
dagger = 2 gp / 1 lbs
spear = 2 gp / 6 lbs
backpack = 2 gp / 2 lbs
belt pouch = 1 gp / .5 lbs
spell pouch = 5 gp / 2 lbs

77 gp / 40.5 pounds

Personality:

Wiscara has been a druid since she was a small girl. She learned from her mother. She has a great love for nature, serves the humans nature god and survive on her own. She has little trust for new comers, though she avoids only those that show little respect for the land. She treats all races or people equally otherwise and does not reject friendships. Unfortunately she does not make many attemps to create them. Her companion is the only one she believes she truly needs as a friend. Shadow answered her call the moment he left his mothers care and they have lived, hunted and travelled together ever since. He does not like to enter large settlements and will usually wait unless she forces him to follow. She does not enter towns often but lately, since the new invaders came and drove off the previous despotic rulers she has more often sought and traded information about the goings on in the world around her.

Appearance:

Wiscara stands at 167cm, light blue eyes and dark blonde hair. At only 16 years she has nevertheless experienced much and her eyes show her maturity despite her youthful looks. Her simple and loose clothing, covered with thin leathers, perfect for trecking through the forests is also coloured to match. Greens and browns fade together. Her clothing is thick enough to keep her warm in the winter though and covers from her shoulders to her knees as a shirt and pants. She wears leather shoes she traded for in Woodbridge. Her sack holds several components she needs to tend to any sick or wounded. A spear held in her hands, dagger in her belt and club on her side comprise her weapons. Her chest is protected by wooden armour on her front and back, held together and strapped around her sides by thick leather straps. This protects from her waist to her shoulders. She has several unfortunate scars. Three on her left thigh from a large cat when she was very young, it is hidden. Another on her right forearm, when she tried to protect herself from a knife attack several years ago.

Character Sheet:

Wiscara Gresham
Female Human Druid level 1
NN Medium Humanoid(human)
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Defense
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AC 15, touch 12, flat-footed 13(+2 dex, +3 armour)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
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Offense
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Speed 30 ft
Initiative +2
Spear +0 (1d8)
Club +0 (1d6)
Dagger +0 (1d4)
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Statistics
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Str 11, Dex 15, Con 15, Int 12, Wis 19, Cha 14
Base Atk +0; CMB +0; CMD +12
Feats Spell Focus(Conjuration), Self Sufficient
Skills(4+1+1+1 per level):
Handle Animal+6
Heal+10
Knowledge(nature)+7
Perception+8
Sense Motive+9
Spellcraft+5
Survival+12
Languages Common, Druidic, Sylvan
Other Gear spell pouch, belt pouch, backpack, healers kit
Outfit Explorers outfit
Remaining GP 0gp
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Special Abilities
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Weapon and Armor Profiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Orisons (Sp) Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond (Ex) 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. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex) 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.
Suspicious: +1 sense motive. Sense motive is a class skill
Bonus Feat - Humans get a bonus feat at first level
Self-Sufficient - You get +2 to Survival and heal checks.
Skilled +1 skill point per level
Favoured class option +1/2 on Diplomacy & Intimidate to change creatures attitude.
Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Spells Prepared:

Unless changed, assume to be commonly prepared spells for each day.
Orisons: Create Water, Guidance, Know Direction.
1st Level: Call Animal, Speak with Animals. (Can be spontaneously changed to Summon Nature's Ally 1)