Lady Martella Lotheed

Audri Wrenn's page

40 posts. Alias of Ariarh Kane.


Full Name

Audri Wrenn

Race

Human (Taldan)

Classes/Levels

Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Gender

F

Size

M

Age

19

Alignment

NG

Deity

Green Faith

Location

Magnimar

Languages

Common, Hallit (regional dialect), Druidic

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 13

About Audri Wrenn

Backstory:

Audriana (Audri) was born in the druid town of Crystalhurst, inside the Southern Fangwood in Nirmathas; an only child to Taldan-born parents, father, Marcian, and mother, Viviana. When the couple joined the secretive druids of Crystalhurst, they changed their family name to Wrenn and kept their true family name a secret (even from their only child).

Audri had been a comely, curious child and she learned the ways of the forests/wilderness under the protective eye of her parents. Her mother had been a fine healer and noted Audri's natural affinity with the creatures she crossed paths with. Her child was on the quieter side around people/strangers; yet relaxed in the presence of animals. In Audri's hazel-grey eyes and natural aptitude, Viviana saw a prospective healer who would carefully tend to the health of both the environment and creatures in it.

When Audri was fourteen summers old, both her parents died from Darkblight, leaving her an orphan. The tight-knit elder druids rallied around Audri; hoping the child would continue to learn their way of life. Audri dutifully remained among the druids of Crystalhurst for five years, learning the natural healing arts and how to wield certain weapons to the best advantage. Some of the other children would mock and bully her for being an orphan (a condition she had very little control over). It was during this hardship, the girl learned how to react quickly and how to harden herself against the attacks. It was, also, during this time, when a local curmudgeonly druid named Darven and The Circle of Hierophants took a particular interest in Audri and observed she had an infinity with fire and ash. No other young novice in their small community demonstrated/possessed such a connection to this particular element. They sought to nurture it in the absence of her parents.

Darven was a wandering druid/scout and was connected to the Pathfinders across Nirmathas. Just weeks after Audri's nineteenth birthday, permission was given to Darven, by the Council, to take Audri with him on his travels and to continue in her teaching. Their first point of call was to travel to the capital city, Tamram; in particular to the Pathfinder Society's local base of operations: Ashfall Lodge. There, the venture-captain assigned Audri with the task of learning more about Varisia through experiencing the frontier firsthand. He believed Audri showed fine promise as a Pathfinder. Upon her arrival, she was to report to the Magnimar Lodge and offer her services to the venture-captain there.

Darven offered to make the journey to Magimar with Audri and then he would venture further afield to undertake his own assignment, leaving the young woman to find her own place in the world.

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Physical Description & Personality:

Skin: Natural bronze
Hair: Dark brown. long and wavy
Eyes: Hazel-grey coloured, small and expressive. Long dark lashes.
Voice: Warm and husky; pleasant/attractive to the ear.
Height: 5'5"
Weight: 127 lbs
Personality: Quieter (doesn't ramble on; a little distrustful) and more observant around strangers; curious, loyal, determined, brave, desires to aid/help and prove herself, friendly/cordial around those she knows and works with. She has a genuine love of nature and the outdoors. Devoted protector. Comely in looks. Wiser than her years.

Image of Audri


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Statistics
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Name: Audri Wrenn
Gender: Female, Race: Human (Taldan) Class: Druid (Restorer) 1
Age: 19
Init +3; Senses Perception +7/*+9 (*+2 only with Keen Senses spell 1 min/level), Low-light vision (only with Keen Senses spell, 1 min/level)

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DEFENSE
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AC 14; touch 11; flat-footed 13 (+3 armour, +1 dex)
hp 13 (1d8+2+3 Toughness)
Fort +4; Reflex +1; Will +5

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OFFENSE
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Speed 30ft

Melee Quarterstaff +2 (1d6+2/1d6+2/x2/B/brace) (With Shillelagh, add +1 to attack and damage, 2d6 damage) (add +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts)
Melee Dagger +2 (1d4+2, 19-20/2, 10 ft range when thrown/P or S) (add +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts)
Melee Scimitar +2 (1d6+2, 18-20x2/S) (add +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts)

Special Attack: Fire Bolt (6 times/day), Ranged Touch Attack +1, deals 1d6 pts of fire damage.

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Prepared Spells (CL 1, Concentration +8 with combat casting)
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1st (2+1 domain/day, DC 14) : Keen Senses, Shillelagh, Burning Hands (Domain spell slot) (As Natural Medic, can drop a prepared spell (that is not a domain spell) to spontaneously cast Cure Light Wounds) (1d8+1)
0 (at will, DC 13) : Detect Magic, Guidance, Light

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STATISTICS
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Str 14 (+2); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 16 (+3); Cha 13 (+1) (Ability Modifiers +2 WIS)
BAB +0; CMB +2; CMD 13

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TRAITS
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• Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.
• Exchange Agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide).Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you. (Choice: Linguistics)

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FEATS
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• Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
• Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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SKILLS (4+1 skill pt for human+1FC)
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• Handle Animal +5 (1 rank)
• Heal +9/+10/*+11 (1 rank, +2 from Healing Touch/+3 when using First Aid, *+2 from Healer's Kit)
• Know. Nature +4 (1 rank)
• Linguistics +2 (0 rank, now class skill and +1 from campaign trait)
• Perception +7/*+9 (1 rank, *+2 with Keen Senses spell 1 min/level)
• Spellcraft +4 (1 rank)
• Survival +7 (1 rank)

LANGUAGES
Common, Hallit (ethnic/regional language), Druidic

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SPECIAL ABILITIES
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From Class:
• 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.
• Spells: A druid casts divine 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.
• Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).This ability replaces spontaneous casting.
• Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Chosen: Forms a close tie to the natural world: Fire (Ash subdomain)
• Healing Touch (Ex): A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3. This ability replaces nature sense.
• 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. (1d20+1+1) 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.

From Human race:
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (+2 to WIS)
• Base Speed: Humans have a base speed of 30 feet
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gear & Equipment:

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GEAR & EQUIPMENT (150 gp starting wealth)
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Starts playing with Explorer's Outfit (worth 10gp, 8 lbs) (Includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.)

Weapons, Accessories & Ammunition
• Quarterstaff (-gp, 4 lbs)
• Dagger (2gp, 1 lbs)
• Scimitar (15gp, 4 lbs)

Armour & Shield
• Hide Shirt (20gp, +3 to AC, -1 ACP, Weight 18 lbs) (Light Armor, Armor Bonus +3; Max Dex Bonus +4; Armor Check Penalty -1, Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft. Made from animal hide and giant lizard scales over a shirt of interwoven cords, these chest and shoulder coverings protect without restricting mobility. The wearer of a hide shirt can make a DC 15 Strength check as a standard action. If she succeeds, the armor gains the broken condition and drops to the ground rather than requiring the usual 1 minute it would take to remove it. The armor must be repaired as though it had taken 8 points of damage before it can be used again; a broken hide shirt grants no bonus to Armor Class.)

General Gear & Equipment
• Fur blanket (5sp, 3 lbs)
• Bedroll (1sp, 5 lbs)
• Spell Component's Pouch (5gp, 2 lbs)
• Belt Pouch (1gp, 0.5 lbs) (A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.Empty Weight: 1/2 lb.1 Capacity: 1/5 cubic ft./10 lb.1 )
• Wooden Canteen (2gp, 1 lbs)
• Mess Kit (2sp, 1 lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Healer’s Kit (50 gp, 1 lbs) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Trail Rations (15sp, 3 days worth, 3 lbs) (This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.)
• Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.) (1gp, 2 lbs)
• Flint & Steel (1gp, - lbs)
• Cold weather outfit (8gp, 7 lbs) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
• 1 Flask of Acid: (10gp, 1 lbs) (You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
• 1 Flask of Alchemist's Fire (20gp, 1 lbs) (Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.)

Total Money spent out of 150gp: 136gp & 3sp. (approx. 14gp remaining)
Weight: 52.5 lbs (light load) (STR 14: Light Load: 58 lbs or less, Medium Load: 59-116 lbs, Heavy Load: 117-175 lbs.)

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Fire (Ash subdomain):

Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Granted Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Ash Subdomain

Replacement Power: The following granted power replaces the fire resistance power of the Fire domain.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Replacement Domain Spells: 7th—disintegrate, 9th—fiery body.