About Chell Silves
Total: (4 druid + 2 Int + 1 Human) = 7 x 4 = 28
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
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.
Traits, Casting Drawbacks and Feats:
Storm Pilot: You gain a +2 trait bonus on Profession (sailor) checks, and you treat the wind force of environmental wind effects (see Table: Wind Effects) as one step less powerful for the purposes of determining any penalties on ranged attacks and Fly checks as well as whether you would be checked or blown away.
Survivalist: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
Emotional Casting: Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as fear effects, spells with the (emotion) descriptor, or charms such as Fear or Hostility) you are unable to use magic.
Wild Magic [Core]: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a spell point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic can create.
Point Blank Shot (1st): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Human): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Extra Talent (3rd): Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
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 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: The sphere druid may combine spheres and talents to create magical effects. The sphere druid is considered a High-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool (10): The sphere druid gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere druid gains 1 magic talent every level.
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, which she learns upon becoming a 1st-level druid. 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 (Weather Sphere and Domain) (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. Druids also have access to a set of Animal and Terrain Domains. 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.
If a druid chooses to gain a domain as her nature bond, she gains its associated sphere and a bonus magic talent from that sphere at 5th, 9th, 13th, and 17th level, as the sphere cleric.
--Weather Domain Powers--
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
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 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.
Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.
Stormvoice (Ex): At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.
Eyes of the Storm (Ex): At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.
Wild Shape (Su): The sphere druid gains the Alteration sphere or a talent from the Alteration sphere as a bonus sphere at 4th, 10th, and 16th level. When spending a spell point to allow a shapeshift on herself and only on herself to endure without concentration, the effect lasts for up to 10 minutes per caster level instead of 1 minute per caster level. At 20th level, the effect can be made permanent until dismissed.
Shapeshift [Core]: As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.
Blank Form [Core]: Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
Elemental Transformation [Core]: You may spend an additional spell point to grant the form of an elemental with your shapeshift. As an elemental’s body is mutable, additional limbs or natural attacks cannot be added to this form through traits. The target gains a 30 ft move speed and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%. The target gains 2 slam attacks (Primary, 1d6, 1d4 small), natural armor equal to 2 +1 per 5 caster levels, and one of the following packages depending on which elemental is being mimicked:
You may also grant the following traits to your forms:
Elemental Resistance to either cold, electricity, fire, or acid equal to your caster level. You can take this trait multiple times, but Resistance to the same element does not stack with itself.
Destructive Blast (2d6) [Core]: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Extended Range [Core]: Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.
Electric Blast (blast type) [Core]: You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
Gale Blast (blast type): You may change your destructive blast into a forceful wind that deals nonlethal damage. You may make a Trip combat maneuver at range against the target or targets affected by your air blast. Only a target successfully struck by the blast (or one that fails its Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting ability modifier. If this check fails, you are not tripped in return.
Focused Blast: When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.
Control Weather [Core]: As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.
Precipitation and wind have 7 steps of severity, while temperature has 13. Temperature is divided between ‘heat’ and ‘cold’, each with 7 steps of severity. (If the temperature is lowered below step 1 of cold, it becomes step 2 of heat. If the temperature is lowered below step 1 of heat, it becomes step 2 of cold). An average day of no wind, no rain, and unremarkable temperature is assumed to be at severity level 1 for all categories.
At 1st caster level, you may create weather of severity level 1, 2 or 3. This improves to severity level 4 at 7th caster level and severity level 5 at 14th caster level. You may create weather up to this severity, or lower the severity of pre-existing weather if it is within this limit. If the natural weather is of a higher severity level than you can affect, you cannot use control weather to alter that aspect of the weather.
If two casters are controlling weather in the same location and affecting different categories, both effects happen normally. If both casters are affecting the same category, the second caster must be able to affect the weather’s new severity, and must succeed at a magic skill check to wrestle control from the first caster. On the first caster’s subsequent turn, if he maintains his own control weather effect, he must succeed at his own magic skill check to wrestle control of the weather back from the second caster. If the first caster is maintaining their effect through a spell point instead of concentration and the second caster succeeds at their magic skill check, the first caster’s weather effect is suppressed for as long as the second caster uses control weather. Once the second caster’s effect ends, the first caster’s effect resumes functioning, provided its duration hasn’t already expired.
The following is a description of all the different effects one can create with the Weather sphere. See the Pathfinder Core rulebook for more details on weather and environmental effects. Depending on the terrain, a GM could rule additional effects happen; rain can cause rivers or enclosed spaces to flood, cold can create ice sheets on flat terrain, etc. Generally, weather conditions from different categories stack. (Thus, if Wind, Cold, and Precipitation were all increased to Severity level 5, the area would be under the effects of the appropriate Wind, Cold, and Snow effects, all at the same time.)
Wind Lord [Core]: When using control weather to create or alter wind, increase the highest severity level you may create or alter by 1. In addition, when you use your control weather to affect wind, you may also turn that wind up to 90 degrees in any direction. This can change the general direction of a tornado (provided you can affect winds of that severity) although detailed control isn’t possible.
Not only can you control the wind’s direction, but you may also create complicated patterns. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire and may chose any of the following patterns for the wind:
Greater Size [Core]: When controlling weather, you may affect all weather within Long range of you. If you possess the Focused Weather talent, you may center that effect anywhere within Long range.
"Hey! Get back here!" a man shouted from behind. Chell didn't even bother to look back. She couldn't afford to lose focus now. Not when she was running for her life. Okay. Running for a her life might be a bit strong but it certainly felt like it. She knew what they wanted to do with her. They were going to take her away and make her some poof noble's pet Stormborn, floating on some ostentatious, pleasure barge through clear skies. Clear skies. They wouldn't even need her power for that. But one frigate makes it through the mother of all storms thanks to another Stormborn and now everyone wants one for good luck. Sailors and their superstitions. That's what awaited her if she got caught and she'd rather die than be a bird in a gilded cage.
She was Stormborn. All that meant was that she was born on a Drifter during a storm. In her case a particularly massive one. One that was said to reach to the Heights themselves. Maybe that was why fog sometimes filled her room as a child. Maybe that was why, now, she could calm the wind and rain around any ship she flew on and fling gusts of wind and bolts of lightning like party tricks. People believed that Stormborn held an affinity for the wind and sky. That they could ward off bad whether or bring luck during a particularly bad squall. And maybe that was true. Maybe there was something to it. She was a walking proof of concept. But that didn't mean people could choose what she was going to do with her life. She had enough of that during the war.
Chell took advantage of her smaller frame and wove through the crowd. Every now and then she'd yank something into the path of the men following her. In an open stretch she chanced a look back and found she'd managed to gain some distance. Searching frantically ahead, she spied a tight alley just past a fish vendor. Chell darted down the alley but didn't stop to catch her breath. They'd likely seen her come down here anyway. Chell looked up and focused on the sky above. She let the burning passion she felt for everything that infinite above stood for flow through her. The Wonder of what lay above and beyond. The Freedom of open skies. She mentally reached for the Heights above, eyes glowing with blue lightning, and felt herself lift off the ground. She'd only just learned how to do this and thankfully hadn't told anyone yet. In seconds her entire upper body became clear yet opaque like barely contained mist. Her lower body disappeared altogether into a swirling whirlwind. Just as her pursuers rounded the corner, she shot into the air.
It wouldn't last long so she had to search fast. She only flew a few dozen feet in the air but as clear and fast moving as she was, she was barely discernible against the backdrop of the lightly, cloudy sky behind her. She zipped over buildings and roads headed for the port. The exact place she had just run from. This Drifter wasn't big enough to hide on. With a population barely over a thousand, her pursuers would eventually find here. Better to hitch a ride out of here before they caught on. Chell had to touch down twice to transform again before finally finding a good target. A small Lancer that was just about ready to leave. If she was lucky, it would leave before her sponsor could think to lock down the port. Zipping over and around the little ship, she regained her real form and grabbed onto the edge of the main deck opposite side that was still loading. She waited until the cost was clear before hauling herself and slipping deeper into the hold. She'd never stowed away on a ship before. But whatever the future held, she was positive it was better than going back.
Freedom: Because of her birth and unique abilities, Chell has mostly been used by Orventian Empire for whatever purpose they deemed necessary. Mostly as buffer for bad weather, a scout and to deal with small flyers. Now that she has had a taste of freedom she is well and truly addicted.
The Sky: Whether it was because of her powers or just a natural predilection, Chell is fascinated by the sky and all it's many moods. Whether it's watching the clouds go by or reveling in the power of the storm, it doesn't matter. It's all amazing. And after spending some time on a flying ship she wants nothing more than to explore it's endless reaches.
Crew: Not all the crews she served with were awful. She remembers some fondly and diligently did what she could to protect them. It was just heavily overshadowed by the fact that she had no choice in the matter. Maybe one day she'll find a crew that she chooses to be a part of. And on that day she might find her loyalties change as well.