Feiya

Audra Aellan's page

58 posts. Alias of Chyrone.


Full Name

Audra Aellan

Race

Sylph

Classes/Levels

Storm Druid 1, Speed 30ft, Fort +3, Ref +2, Will +5, Perc. +5, Sense Motive +8, Darkvision 30ft, Init +4, AC 15/13/12

Gender

F

Size

Medium

Age

68

Alignment

N

Languages

Auran, Common, Druidic, Elven, Thassilonian, Varisian

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

About Audra Aellan

(Portrait)

Statblock:

Medium outsider (native)

Stats:
Str 10 Dex 15 Con 12 Int 12 Wis 16 Cha 12
FCB: +HP x1
HP: 10 (1d8 +1 Con +1 FCB)
Init +4
Languages: Auran, Common, Druidic, Elven, Thassilonian, Varisian
Speed 30ft
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Offense:
BaB +0, CMB +0, CMD 12

Melee +0
Quarterstaff +0 (1d6/1d6 B, 20 x2)
Dagger +0 (1d4 P or S, 19-20 x2)

Ranged +2
Dagger +2 (1d4 P or S, 19-20 x2)
Sling +2 (1d4 B, 20x2)

Defense:
AC: 15/12/13 (10 +3 armor +2 Dex)
Fort +3, Ref +2, Will +5
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Skills (5 pts a/lvl, 4 +1 int) /

Heal +7 (1 rank +3 Wis +3 Class)
Kn. Nature +5 (1 rank +1 Int +3 Class)
Perception +5 (1 rank +3 Wis +3 Class)
Sense Motive +8 (1 rank +3 Wis +3 Class +1 trait)
Survival +7 (1 rank +3 Wis +3 Class)

Background skills (2 points a/lvl)
Kn. Geography +5 (1 rank +1 Int +3 Class)
Linguistics +2 (1 rank +1 Int) [Languages: Thassilonian]
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Feats:
Lvl 1: Airy step

Traits:
- Campaign [Family ties: You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class
skill for you. In addition, you begin play able to speak and read Varisian.]
- Combat [Reactionary: +2 init]
- Magic [Two-world magic: Choose a cantrip from another class' spellist, add it to your own lvl 0 spell list] [Wizard: Message]
- Social [Adopted] > (human) [World Traveler: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Sense Motive]

Drawback [Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.]

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Class (archetype) features:

Spontaneous Domain Casting

A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
This replaces spontaneous casting.

Nature Bond (Ex)
A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Chosen Domain: Weather
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

Spells:
Orisons x3, inf/day: Create water, Message, Spark
Lvl 1, 2 a/day: CLW, Summon nature ally I

Racial features & alternates

+2 to Dex & Int, -2 to Con.
Darkvision 60ft.
Energy Resistance: Sylphs have electricity resistance 5.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Spell-Like Ability (Sp) Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).


Appearance:

Audra has blue-ish hair that sometimes appears to move the slightest, as if hit by a faint breeze. Paired with observing hazel eyes and odd light colored patterns across her lighter shaded skin, Audra's unnatural heritage is obvious. She doesn't stand out particularly in build, but wears some traditional Sczarni decorations, if of the more simple design, if in the presence of close company. The clothing she wears is often a mundane traveler's attire, often in greens and blues.

Background:

Audra's earliest memories are not of her biological parents, but of a traveling Sczarni family who adopted this lost child in its early years of life.
Seemingly a Sczarni robbery gone awry, the culprits missed the infant, and didn't kill it. Found by the Rumonav family, she was raised an independent minded and traveling child. Still, there was an aptitude for nature and survival within the child, which had a habit of being fascinated by weather and storms, often peering out of the wagon window when lightning cracked through the skies. Her adoptive grandmother, Yuna Rumonav, was a woman in touch with nature, and took Audra under her wing, to guide this child's innate curiosity of nature onto a path beneficial to the family. Much of this was using nature magic to provide with water, lights, boosts in resisting illnesses. But also teachings of landmarks and cities the family had been to, along with some old language grandmother Yuna had deciphered, from a book she once pilfered off a scholar.

That all came to an end, however, when the Rumonav family camped some distance outside of Magnimar. A group of bored and disgruntled mercenaries on the road, found something to vent frustrations on. At that time with swordsmen between her and her family, Audra was forced to split off from the others, to ensure her survival. Not knowing if the others still lived, she remembered hearing of a shady old 'friend' of the family. Friend may have been a generous term, an aquaintence with some old favor or two to cash in with, was as good a point as any to start with, for getting a place to rest and plan for the long term. Thus she set out for Jubrayl Vhiski at the Fatman’s Feedbag.


Personality:

Audra has an independent mind, and prefers to stay out of other people's squabbles as much as possible.
This doesn't mean she's indifferent, just not looking to get into meaningless trouble. Still, if trouble finds her and those she travels with, she will act (almost) without hesitation. She is very much group oriented, as is custom with the Varisians and Sczarni. Contrary to what some might expect from people from a Sczarni family, Audra has no interest in crime. Travel and learning, however, she very much is into that.