Wildborn

Aria Tanner's page

14 posts. Alias of DBH.


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Congrats to those who made the cut.


I'll stay with Druid. I've played a number of Clerics recently and I'm hoping to take Aria deeper into Druid.

She is a bit more healing orientated than a standard Druid anyway.


I was thinking of changing Aria to a Herb Witch, but looking at the list above I can see another Witch already there.

The other thing I note is no Cleric or Oracle. I've played in a number of games where there was no main healer of any type. They were all short-lived , much like the party members.

So I'll retool Aria as a Cleric, I had her built as a healing Druid so it's not much of a change.

Player expectations. I normally check the board daily so 48 hours is more than enough time.

It's late down here so I'll have Aria up tomorrow.


Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

Yep. Last post 6th of November.

Complete silence since then. Seems strange say it but hopefully he just dropped out.


Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

Sadly it looks like we can close the tab.


Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

Aria refuses to confirm or deny her virginial status for any overgrown lizard!


Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

It's good to be back.


Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

Thanks to my bad health (mainly age issues) I'm home most of the day, so I do have a lot of free time to spend online.

I will admit I was running 6 games at one point. My enthusiasm got me carried away far, far too much!

First chance I could I dropped the number down to 4, and when some of them end, if they do, I will be running 2 games max!


Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

I only started PBP in 2016. I was clueless at first, in fact I didn't even know about the dice roller. :)

Shortly after that I was accepted for a game, the party was ready to go and then the GM vanished on us. So I naively volunteered to take over as GM.

That game ran from 2016 to 2021 when it was completed. I'm very happy to have completed an AP, with several of the original players as well. Though lord was I rough at the start!

I'm very grateful for the many kind people who freely offered their advice to me.

I'm currently running 4 games and playing in 4, this game will make 5.


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Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

DBH here. I'm a longtime role player. I started in the late 80's with D&D 2E and have tried out a lot of systems over the years.

I run a number of games here and some of you are currently playing in them. :)

As I said in the recruitment thread I prefer to let the story develop my character mostly. Though I have had ideas for a character spring fully grown from my mind in the past. But generally I like to let them grow organically.

I did have one character in a Tabletop game where I'd made her and had the basic character but when I looked for some art to use as her look I found a picture and blam! Backstory and personality just hit me.

I wanted to make Aria more healing based than most Druids, though looking at the party it seems that survival and Knowledge nature are well covered.

Maybe I should change Aria to a Herb witch while we're still in discussion? Not a powerhouse but good at healing and adding a little more arcane casting to the party.


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Fem Half-elf Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art

Hi all, thanks for choosing me PD.

I'll read through the discussion and have a more detailed introduction for Ara up soon. :)

I'm down here in little New Zealand so my posting times will be odd for some of you.


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Crisischild wrote:
Aria Tanner wrote:

I 've thought about it a lot but really can't see any dramatic background story for Aria.

She's a girl who lives in the wilds, likes healing people and prefers the outskirts of civilization, visiting villages to sell herbal remedies and pick up supplies.

She would be up to help defend a village from its problems which is why she would take part if selected. :)

I personally generally prefer more down to earth backgrounds for lvl 1 PCs. Not always, but usually.

I tend to be the same way. I prefer to let the story build the character as it develops.

I've had a number of characters whom I saw a certain way become something completely different as events impacted them.

Good luck to everybody!


I 've thought about it a lot but really can't see any dramatic background story for Aria.

She's a girl who lives in the wilds, likes healing people and prefers the outskirts of civilization, visiting villages to sell herbal remedies and pick up supplies.

She would be up to help defend a village from its problems which is why she would take part if selected. :)


DBH here with my character. A half-elf druid with the Restoration subdomain. She has Profession Herbalist and Craft Alchemy making her a bit more healing focused than most Druids. I see her as a travelling Herbalist/Healer in the more wilder, backwoods areas.

Bare bones at the moment as I still need to give her some back story.

Aria Tanner:

ARIA TANNER

Female Half-Elf (Ulfen) druid 1, NG medium humanoid (elf, human)

Init +2; Senses Low-Light Vision, Perception +8,

Languages Common, Druidic, Elven, Skald, Sylvan

AC 14, touch 12, flat-footed 12, hp 9 (1HD)

Fort +3, Ref +2, Will +5, +2 racial saving throw bonus against enchantment spells and effects.
Immunities Sleep,

Speed 30 ft. (6 squares)

Melee cold iron spear (two handed) +1 ((two handed) 1d8+1/x3)
Ranged cold iron spear (thrown) +2 (1d8+2/x3), within 30 ft. +3 (1d8+2)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Ranged sling +2 (1d4+1), within 30 ft. +3 (1d4+2)

Base Atk +0; CMB +1; CMD 13

Special Actions Spontaneous Casting,

Prepared Spells Prepared Spell List
Druid (CL 1st):
1st - cure light wounds (DC 14) , entangle (DC 14) , goodberry
0th - create water , detect magic , mending (DC 13)
*: Domain spell.
Deity Gozreh; Domains Restoration Subdomain,

Abilities Str 12, Dex 14, Con 12, Int 12, Wis 17, Cha 12

Special Qualities Adaptability, Restoration Subdomain, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Nature Bond, Nature Sense, Orisons, Restorative Touch, Wild Empathy +2,

Feats Point-Blank Shot, Skill Focus (Perception)

Skills (*Bought)
Acrobatics +2,
Appraise +1,
Bluff +1,
Climb +1,
*Craft (Alchemy) +5,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
Fly +2,
*Heal +7,
Intimidate +1,
*Knowledge (Geography) +5,
*Knowledge (Nature) +7,
*Perception +8,
*Profession (Herbalist) +7,
Ride +2,
Sense Motive +3,
*Spellcraft +5,
*Stealth +7, Stealth (In hilly or rocky areas) +8,
*Survival +9,
Swim +1,

Possessions cold iron spear; leather armor; explorer's outfit; Backpack, Common [ Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Common); Waterproof Bag; Silk Rope (50 ft.); Winter Blanket; Bedroll; Shovel; ]; Waterproof Bag ; Wrist Sheath [ Dagger; ]; Belt Pouch [ String (50 ft.); Soap; Sewing Needle; Flint and Steel; ]; Canteen ; Sling ;

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Restoration Subdomain

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

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 the Animal Companions section beginning on page 51. 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) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.