About Delilah le FayCharacter Sheet:
Delilah female aasimar druid (menhir savant) 6 neutral medium outsider (native) Init +2; Senses Darkvision 60ft., Perception +17 ————— Defense ————— AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 55 (6d8+12) Fort +12, Ref +10, Will +16 +4 vs. fey and spells targeting plants, 1/day reroll Defensive Abilities acid/cold/electricity resist 5 ————— Offense ————— Speed 30 ft. Melee Quarterstaff +6 Ranged Alchemist's Fire +6 Special Attacks place magic 8/day, wild shape 3/day, invigorating kiss 1/day Spells Prepared (CL 6th; concentration +12) 3rd— 2nd— 1st— 0 (at will)— create water, guidance, resistance, stabilise ————— Statistics ————— Str 8, Dex 14, Con 13, Int 12, Wis 22, Cha 16 Base Atk +4; CMB +3; CMD 13 Feats (1)Spell Focus (Conjuration), (3)Augment Summoning, (5)Natural Spell Traits Rostlander (Campaign), Deft Dodger (Combat), Beast of the Society (Magic), Lessons of Faith (Religion) Drawback Hedonistic Skills (4c+1int+2bg/level = 24c+6int+12bg): * = druid class skill, ~ = cleric class skill, ^ = background skill Acrobatics +1, (0 ranks, +2 Dex) (-1 ACP) ~Appraise^ +1, (0 ranks, +1 Int) Bluff +3, (0 ranks, +3 Cha) *Climb +2, (1 ranks, -1 Str) (-1 ACP) *Craft^ +1, (0 ranks, +1 Int) ~Diplomacy +5, (0 ranks, +3 Cha, +2 race) Disable Device +2, (0 ranks, +2 Dex) Disguise +3, (0 ranks, +3 Cha) Escape Artist +2, (0 ranks, +2 Dex) *Fly +11, (6 ranks, +2 Dex) *Handle Animal^ +12, (6 ranks, +3 Cha) *Heal +10, (1 ranks, +6 Wis) Intimidate +3, (0 ranks, +3 Cha) ~Knowledge (arcana) +1, (0 ranks, +1 Int) Knowledge (dungeoneering) +1, (0 ranks, +1 Int) Knowledge (engineering)^ +1, (0 ranks, +1 Int) *Knowledge (geography)^ +5, (1 ranks, +1 Int) ~Knowledge (history)^ +1, (0 ranks, +1 Int) Knowledge (local) +1, (0 ranks, +1 Int) *Knowledge (nature) +5, (1 ranks, +1 Int) ~Knowledge (nobility)^ +1, (0 ranks, +1 Int) ~Knowledge (planes) +1, (0 ranks, +1 Int) ~Knowledge (religion) +2, (1 ranks, +1 Int) ~Linguistics^ +1, (0 ranks, +1 Int) *Perception +17, (6 ranks, +6 Wis, +2 race) Perform^ +3, (0 ranks, +3 Cha) *Profession (Dancer)^ +15, (6 ranks, +6 Wis) *Ride +2, (0 ranks, +2 Dex) ~Sense Motive +12, (6 ranks, +6 Wis) Sleight of Hand^ +1, (0 ranks, +2 Dex) (-1 ACP) *Spellcraft +1, (0 ranks, +1 Int) Stealth +1, (0 ranks, +2 Dex) (-1 ACP) *Survival +15, (6 ranks, +6 Wis) *Swim +2, (1 ranks, -1 Str) (-1 ACP) Use Magic Device +3, (0 ranks, +3 Cha) Languages Common, Draconic, Druidic, Sylvan SQ nature bond (tiger companion), spirit sense (undead, fey, outsiders and astral, ethereal, or incorporeal creatures) Combat Gear Masterwork Darkwood Quarterstaff (340gp), Masterwork Lamellar (Dragonhide) Armour (420gp), Alchemist's Fire Flask x2 (40gp), 56gp Other Gear +5 Cloak of Resistance (25,000gp), Headband of Inspired Wisdom +2 (4,000gp), Druid's Vestment (3,750gp), Pearl of Power [1st] (1,000gp), Boots of the Cat (1,000gp), Sleeves of Many Garments (200gp), Dancer's Garb (100gp), Ioun Torch (75gp), Druid's Kit (14gp), Feline Beast Whistle (5gp) ————— Racial Abilities ————— Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma. Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common and Sylvan. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks. Animal Mimic (Ex): You can mimic the sound of any animal perfectly. Invigorating Kiss (Su): Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal. Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) ————— Druid Abilities ————— 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. Good Spells A druid can’t cast spells of an alignment opposed to her own or her deity’s (The Green Mother is Neutral Evil). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Nature Bond (Ex) Tiger 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. Spirit Sense (Sp) At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. Place Magic (Su) 8/day At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. Wild Shape (Su) 2+1/day At 4th level, 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 the druid is familiar with. 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 in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can 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. Tiger Companion:
Iodren N Medium animal Init +8; Senses low-light vision, scent; Perception +10 ————— Defense ————— AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural, +0 size) hp 33 (6d8+6) Fort +6, Ref +9, Will +4 ————— Offense ————— Speed 40 ft. Melee 2 claws +9 (1d4+2 plus grab), bite +9 (1d6+2 plus grab) Space 5 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +9, 1d4+2) ————— STATISTICS ————— Str 15, Dex 19, Con 13, Int 2, Wis 15, Cha 10 Base Atk +4; CMB +6 (+4 to grapple); CMD 20 (+4 vs. trip) Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (natural) Skills Acrobatics +12, Climb +6, Perception +10, Stealth +12 (+16 in areas of tall grass), Swim +6; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass) Backstory:
Delilah looks a little different than a regular human. Her ears are slightly pointed, her blue eyes almost seem to glow, dark glossy hair flows over her slender frame to her waist with skin of a pale blue tinge. Before she was born, her father, Derrin, had a secret tryst with a fey woman. He had been charmed to follow her and give her a child. A year later a baby wrapped in blankets showed up on his family's doorstep. Neither his wife or children suspected a thing, adopting the baby to care for it despite its strange features. Derrin suspected, seeing the familiarity in the baby with that of the fey he remembered. As she grew, suspicions mounted when his wife noticed similarities between Delilah and her father, eventually ending in an emotional confrontation that saw Delilah sent away, being disowned. The young teenager had lost everything and fled from Varnhold into the wilds of the river kingdoms. In the wild all alone, she was shadowed by a fey, protected from the dangers. This fey was her half-brother and took the form of a tiger and became her companion until such time as she would be able to fend for herself (will retrain animal companion whenever she achieves gestalt). Together they roamed, largely staying clear of settlements, interacting only when necessary, surviving the bandits and creatures and other fey of the forests. A wandering druid she became friends with also helped her to survive. Seeing her connection to nature through the fey, he helped her train her gifts and taught her the secrets of druidism and passed on to her his dragonhide armour. Years later, Delilah was now a beautiful young woman. She had learned much about the fey and had found a certain resonance in herself with the Green Mother. She grew tired of being alone and decided she would associate with people more often, disregarding her half-brother's reluctance. She headed for her father's home village of Varnhold, intending to confront her estranged family and found only a ghost town.
Planes/Local DC 10 She is not a normal Human, her differing looks identify her as touched by the blood of another race. Geography DC 10 Her voice has an exotic, musical lean, common among some fey in these areas. Nature DC 12 Her abnormal features (for a human) seem more fey-like than anything else. She is Fey-touched rather than Celestial-touched. Nature DC 15 Delilah is almost never alone. She is accompanied by a tiger. Apart from that she has interacted with civilization rarely and is at home in the wilds, among the animals and also the fey. Local DC 15 Delilah has had dealings with bandits before, sometimes fighting them, sometimes even helping them if they didn't try to harm her or the animals. Whatever she had to do to survive in sometimes lawless lands. Local DC 20 Rumours have spread from those who say they have had an encounters with a 'beautiful fey goddess' who sometimes grants a kiss to those who are weary, restoring their energy. Invigorating Kiss alternate racial |