Dinvaya Lanalei

Aavelixia's page

102 posts. Alias of Kinau Nixzul.


Full Name

Aavelixia

Race

Treesinger Druid 1

Classes/Levels

(AC: 15 [T: 13 /F: 12]; HP: 10/10; F+3, R+3, W+4 (+2 vs Enchantment/+1 vs Spells, Sp, and Su of evil arcane casters); Init: +5; Perc: +8, Low-light Vision)

Gender

F Elf

Size

Medium

Alignment

Chaotic Neutral

Languages

Common, Draconic, Druidic, Elven, Goblin, Sylvan

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 15
Charisma 10

About Aavelixia

Basics:
AC: 15
Touch: 13 Flat: 12
CMD: 14

HP: 10/10 (dead at -12)

BAB: +0
CMB: +1
Fort: +3 (+2 vs Enchantment/+1 vs Spells, Sp, and Su of evil arcane casters)
Ref: +3 (+2 vs Enchantment/+1 vs Spells, Sp, and Su of evil arcane casters)
Will: +4 (+2 vs Enchantment/+1 vs Spells, Sp, and Su of evil arcane casters)

Init: +5
Speed: 30' (20' with gear)

Racial traits:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).

Class Features:
Weapon and Armor Proficiency: 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. 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: 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. 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.
Plant Bond (Ex): A treesinger forms a mystic bond with plant life. This bond can takes the form of a close bond with a plant companion. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, this ability otherwise works like the standard druid’s animal companion ability.
-Animal Companion Link (Ex): Handle or push Animal Companion faster, +4 to checks vs. them.
-Share Spells with Companion (Ex): Can cast spells with a target of "you" on animal companion, as touch spells.
Green Empathy (Ex): A treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent. To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time. A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Feats and Traits:
Feats
Weapon Finesse (Free): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Traits
Warrior of Old (Elf): You gain a +2 trait bonus on initiative checks.
Warded against Witchery: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Basic Attacks:
Cold Iron Longsword: +1, 1d8+1 damage, crit 19-20/x2, slash
Quarterstaff: +1, 1d6+1 damage, crit x2, blunt
Composite longbow (str +1) (110'): +3 (+4 if within 30'), 1d8+1 damage (+1 if within 30'), crit x3, pierce
Shortbow (60'): +3 (+4 if within 30'), 1d6 damage (+1 if within 30'), crit x3, pierce

Skills (*Class Skill):

-3 ACP due to encumbrance

+0 Acrobatics (-4 to Jump)
+3 Appraise
+0 Bluff
-2 Climb*
+3 Craft*
+0 Diplomacy
+0 Disable Device
+0 Disguise
+0 Escape Artist
+0 Fly*
+4 Handle Animal* (+4 on Suzy) [1r]
+6 Heal* [1r]
+0 Intimidate
+3 Knowledge (Arcana) (Untrained max DC of 10)
+3 Knowledge (Dungeoneering) (Untrained max DC of 10)
+3 Knowledge (Engineering) (Untrained max DC of 10)
+3 Knowledge (Geography)* (Untrained max DC of 10)
+3 Knowledge (History) (Untrained max DC of 10)
+3 Knowledge (Local) (Untrained max DC of 10)
+9 Knowledge (Nature)* [1r]
+3 Knowledge (Nobility) (Untrained max DC of 10)
+3 Knowledge (Planes) (Untrained max DC of 10)
+3 Knowledge (Religion) (Untrained max DC of 10)
+0 Linguistics
+8 Perception* [1r]
+0 Perform
+6 Profession* (Herbalist) [1r]
+0 Ride*
+3 Sense Motive [1r]
+0 Sleight of Hand
+7 Spellcraft* (+1 to identify spells cast by evil arcane spellcasters.) [1r]
+1 Stealth [1r]
+8 Survival* [1r]
-2 Swim*
+0 Use Magic Device

Spells:
Spells/Day: 3/0th, 2/1st
Concentration: +3
Spells Prepared:
0th - DC 12 Create Water, Spark, and Flare. (Purify Food and Drink)
1st - DC 13 Endure Elements, Endure Elements

Equipment:
Encumbrance: 54.5 lbs out of 43/86/130 lbs
Gear:
Explorer's Outfit [8 lbs]
Cold Weather Outfit [- lbs]
Leather Armor [15 lbs]
Shortbow (Arrows x20) [5 lbs]
Quarterstaff [4 lbs]
Cold Iron Longsword [4 lbs]
Backpack [2 lbs]
Spell Component Pouch [2 lbs]
Waterproof Bag [.5 lbs]
Waterskin [4 lbs]
Bedroll [5 lbs]
Pot [4 lbs]
Holly and Mistletoe [-]
Alchemist's Fire [1 lb]
Goodberries (x5) [-]

Money:
PP:
GP: 1
SP: 6
CP:

Background:
Aavelixia was born and raised in the Verduran Forest, she comes from a long line of divine and arcane casters. Most of her family is currently in her homeland. Her father is a ranger, her mother is a tree singer druid. Her twin brother; Adam, is a druid, and her two younger sisters are still not old enough to venture out on their own yet, but one of the sisters is starting to show signs of arcane gifts.

Her parents continue to protect the forest to the north. Aavelixia decided to venture to the borderwood forest to protect it just like in her homeland. Her deity Cernunnos, blessed Aavelixia with a precious gift as she was getting ready to depart after morning prayer. Suzy arrived as a small little sprout, so tiny she needed to be carried so she wouldn’t get stepped on.

Aavelixia has been a resident of this area for a long time now. It has been about 4-5 years since she left her home. She has met many of the residents in many of the local towns, villages, and local farms, including some of the resident in Zimar. She mainly travels between the borderwood and the forests of Katheer.

HeroLab format:
Aavelixia
Elf druid (treesinger) 1 (Pathfinder RPG Advanced Race Guide 25)
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +4; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee coldy +1 (1d8+1/19-20)
Ranged shortbow +4 (1d6+1/×3)
Druid (Treesinger) Spells Prepared (CL 1st; concentration +3)
. . 1st—endure elements, goodberry
. . 0 (at will)—create water, purify food and drink (DC 12), spark[APG] (DC 12)
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Statistics
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Str 12, Dex 16, Con 12, Int 16, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Weapon Finesse
Traits warded against witchery, warrior of old
Skills Acrobatics +0 (-4 to jump), Handle Animal +4, Heal +6, Knowledge (nature) +9, Perception +8, Profession (herbalist) +6, Sense Motive +3, Spellcraft +7 (+8 to identify spells cast by evil arcane spellcasters.), Stealth +1, Survival +8; Racial Modifiers +2 Perception, silent hunter[APG]
Languages Common, Draconic, Druidic, Elven, Goblin, Sylvan
SQ green empathy, nature sense, plant bond (crawling vine named Suzy)
Other Gear leather armor, arrows (20), coldy, shortbow, backpack, bedroll, cold weather outfit, pot, spell component pouch, waterproof bag[UE], waterskin, 1 gp, 6 sp
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Tracked Resources
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Arrows - 0/20
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elven Immunities - Sleep You are immune to magic sleep effects.
Green Empathy +1 (Ex) Improve the attitude of an plant, as if using Diplomacy.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).