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Adelaide Brightsong's page

86 posts. Alias of Mimesyne.


About Adelaide Brightsong

Background:

Aduialaedrassil has dedicated her life to traveling the world to see it's natural wonders. She goes on foot and very rarely stays anywhere long. Though she travels alone she meets many people on the road. She indiscriminately offers aid to these other wanderers which has earned her a good reputation among people who find themselves on the paths less traveled. Adventurers in particular have found her to be a blessing as she also offers her services as a healer to anyone in need. On rare occasions she will travel with a group of adventures for a short time if their destination and goals align with her own.

Tales of the wandering elf have spread in the regions she's traveled through and occasionally her name and story have already reached the ears of the people she meets when she finds herself in a new area. The tales that have spread through word of mouth are highly exaggerated, but she does her best to live up to the impossible standards some of the stories set. Typically these stories involve her performing great feats of divinely assisted healing or single-handedly driving off packs of a hundred wolves from helpless towns. The real stories are much more plain, like bandaging an injured man's leg and giving him some tea to kill the pain or talking a pack of wolves out of snatching goats out of farmers' fields.

Her name seems to trip up non-elves so she generally goes by the more common name "Adelaide Brightsong."

Personality:

Adelaide looks for the wonder in everything: from the dew drops clinging to leaves in the morning to the colorful lights that dance around the northern nighttime skies. The simplest thing can get her very excited, but she has a hard time articulating her thoughts so she often comes off as reserved or shy. This quietness comes from the fact that she speaks minimal, broken Common with a heavy accent.

Assisting people she finds on her travels is not as altruistic as many people think it is. It's a give and take for her. She provides food and shelter and in return she gains companionship for a short while. It's a nice break from her prolonged solitude and she often finds herself enjoying the stories these folks usually end up telling her.

She tends to be a bit of an observer and lets things take their natural course without her interference unless there's a threat to the delicate balance of nature. She would watch a flood wash away a small hamlet without a second thought or as a man hunted deer for their furs and meat. But she would intervene if a mob of angry farmers were getting ready to hunt down and cull an entire pack of hungry wolves after the town had built on the wolves hunting grounds. It's all about maintaining balance for her.

Aduialaedrassil Glirgalad
Female elf druid 10
NG Medium humanoid (elf)
Initiative +4; Senses low-light vision; Perception +15
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DEFENSE
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AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, natural +1, deflect +1)
hp 17 (3d6+3)
Fort 10+, Ref +9, Will +15; +2 vs enchantment effects
Immune sleep
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OFFENSE
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Speed 30ft
Melee dagger +6(1d4-2/19-20)
Ranged mwk shortbow +12(1d6/x3/60ft) or dagger +11(1d4-2/19-20/10ft)
Special Attacks lightning lord 10/day, path of trees 1/day, wildshape 5/day (10 hours)
Druid Spell-Like Abilities (CL 10th; concentration +18; +2 vs SR)
9/day — storm burst
Druid Spells Prepared (CL 10th; concentration +18; +2 vs SR)
6th (3+1/day) —
5th (4+1/day) —
4th (4+1/day) —
3rd (5+1/day) —
2nd (6+1/day) —
1st (6+1/day) —
0 (at will) —
Domain Weather
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STATISTICS
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Strength 7 (-2), Dexterity 18 (+4), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 23 (+6), Charisma 11 (+0)
Base Atk +7; CMB +5; CMD 19
Feats Mystic Stride, Natural Spell, Nimble Moves, Wild Speech
Skills
Climb +5 (class skill +3, ability mod -2, ranks +4)
Craft (alchemy) +15 (class skill +3, ability mod +1, +1 alchemy lab, ranks +10)
Fly +15 (class skill +3, ability mod +4, ranks +8)
Heal +15 (class skill +3, ability mod +6, ranks +6)
Knowledge (nature) +7 (class skill +3, ability mod +1, +2 class bonus, ranks +1)
Perception +15 (class skill +3, ability mod +6, racial bonus +2, ranks +4)
Perform (strings) +5 (class skill +3, ability mod +0, trait bonus +1, ranks +1)
Profession (herbalist) +10 (class skill +3, ability mod +6, ranks +1)
Spellcraft +14 (class skill +3, ability mod +1, ranks +10)
Survival +15 (class skill +3, ability mod +6, class bonus +2, ranks +4)
Swim +2 (class skill +3, ability mod -2, ranks +1)
Traits Talented, Beast of the Society
Languages Common, Druidic, Elven, Sylvan
SQ favored terrain (X +4, X +2), nature bond (weather domain), nature sense, wild empathy +10, woodland stride,
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EQUIPMENT
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Weapons mwk shortbow, durable adamaantine arrows (20), grappling arrow, dagger
Armor +2 darkleaf leaf armor, traveler's outfit, scarf
Head goz mask
Headband headband of inspired wisdom +4
Shoulders cloak of resistance +2
Neck amulet of natural armor +1
Chest tunic of careful casting
Body druid's vestments
Belt belt of incredible dexterity
Rings ring of feather falling, ring of protection +1
Feet feather step slippers
Wands, Rods, Etc
Hand Haversack bedroll, silk rope (50ft), pitons (3), hammer, string (50ft), sewing needle, journal, ink and pen, waterskin, elven trail rations (5), mess kit, grooming kit, healer's kit portable alchemist's lab, mwk musical instrument (harp)
Belt Pouch 3960gp 7sp 9cp
Spell Component Pouch mistletoe
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OTHER INFORMATION
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Carrying 32.5lb (51lb in handy haversack)
Carrying Capacity 23lb/46lb/70lb
Favored Class Bonuses
1st, 2nd, 3rd — +1/3 natural armor bonus in wild shape
4th — skill point
5th, 6th, 7th — +1/3 natural armor bonus in wild shape
8th — skill point
9th, 10th — +1/3 natural armor bonus in wild shape
Ability Score Increases
4th, 8th — Wis

Special Abilities, Feats, and Traits Breakdown:

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ELF RACIAL TRAITS
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Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Sense Elves receive a +2 racial bonus on Perception skill 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.
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WORLD WALKER DRUID
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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 (see below).
Druids are proficient with light and medium armor as well as shield (except tower shields) but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor.
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 presented in Spell Lists. 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.
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.
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. 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) A druid forms a bond with nature. The druid has 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.
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. 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 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.
Woodland Stride (Ex) A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Favored Terrain The world walker gains the ranger's favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class's levels stack for determining the effect of this ability. This ability replaces trackless step and reduce nature's lore.
a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Shape (Su) a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Path of Trees Once a day, a world walker can step within a tree and then teleport from that tree to another one in a manner similar to the tree stride spell. She gains an extra use of this ability each day at 12th level, and a third use of this ability at 15th level. Furthermore, a world walker of 13th level or higher can use this ability to teleport to any other tree of its type up to 100 miles away. This ability replaces both venom immunity and timeless body.
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FEATS
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Mystic Stride You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.
Natural Spell You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Nimble Moves Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Wild Speech When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form.
When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.
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TRAITS
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Talented You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Beast of the Society A druid at the Grand Lodge revealed to you secrets changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.