Harrower

Ehren Ferron's page

3,491 posts. Alias of Mahorfeus.


Full Name

Ehren Ferron

Race

Human (Kellid)

Classes/Levels

Menhir Savant 9/Hierophant 3 | HP 46/120 | AC 22, T 13, FF 20 | Fort +10, Ref +7, Will +14 | CMD 20 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +3 | Perception +17 | MP 2/9 | LP 1/2 | Place Magic 5/9 | Wild Shape 3/4

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Green Faith

Location

Drezen

Languages

Abyssal, Common, Druidic, Giant, Hallit

Occupation

Archdruid

Strength 12
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 22
Charisma 12

About Ehren Ferron

Male human druid (menhir savant) 9/hierophant 3
NG Medium humanoid (human)
Init +3; Senses Perception +17

DEFENSE
AC 22, touch 13, flat-footed 20 (+8 armor, +1 deflection, +2 Dex, +1 natural)
hp 120 (9d8+48)
Fort +10, Ref +7, Will +14; +2 vs. charm and compulsion effects, +1 vs. death effects, +4 vs. fey and plant-targeted effects
Defensive Abilities hard to kill; Immune poison; Resist acid 10; SR 13 vs. evil outsiders, 17 vs. demons

OFFENSE
Speed 20 ft.
Melee rod of the python +7/+2 (1d6+1)
Special Attacks divine surge (inspired spell), foothold 9/day, mythic place magic (+2) 9/day, mythic power (9/day, surge +1d6), mythic wild shape 4/day, thin air (9 rounds/day), walk the lines 6/day
Domain Spell-Like Abilities (CL 9th; concentration +15)
9/day-acid dart (1d6+4)
3/day-magic stone, stone fist
Druid Spell-Like Abilities (CL 9th; concentration +15)
At will-spirit sense
Druid Spells Prepared (CL 9th; concentration +15)
5th (2+1/day)-death ward (2), wall of stone (DC 22)
4th (3+1/day)-flame strike (2, DC 20), moonstruck (DC 20), spike stones
3rd (4+1/day)-greater longstrider, ley energy bolt (DC 19), mass feather step, stone shape (2)
2nd (6+1/day)-burdened thoughts (DC 18), burst of radiance (2, DC 18), eagle eye, gust of wind, stone call, wood shape
1st (6+1/day)-ant haul, endure elements, faerie fire, heightened awareness, liberating command, snowball, stone fist
0 (at will)-create water, detect magic, mending, read magic
Domains Earth, Mountain

STATISTICS
Str 12, Dex 14, Con 14, Int 10, Wis 22, Cha 12
Base Atk +6; CMB +7; CMD 20
Feats Additional Traits, Augment Summoning, Craft Wondrous Item, Extra Path Ability, Leadership, Mythic Natural Spell, Spell Focus (conjuration), Toughness
Skills Diplomacy +10, Heal +18, Knowledge (geography) +12, Knowledge (nature) +12, Linguistics +2, Lore (menhir) +11, Lore (Sarkoris) +12, Perception +17, Spellcraft +11, Survival +17
Languages Abyssal, Common, Druidic, Giant, Hallit; tongue of the land
SQ amazing initiative (+1), mighty summons, nature bond (earth domain, mountain domain), recuperation, spontaneous casting (nature's ally spells)
Traits Demonbane Summoner, Devotee of the Green, Greater Purpose, Influence
Combat Gear oil of life, potions of lesser restoration (3), potions of longstrider (2), potion of neutralize poison, scroll of align weapon, scroll of delay poison, scroll of neutralize poison, wand of cure light wounds (6 charges), wand of daylight (14 charges), wand of entangle (18 charges), wand of lesser restoration (12 charges), alchemist's fire (2); Other Gear +2 black dragonhide breastplate, rod of the python, dagger, archdruid’s crown, archdruid’s garb, healer's satchel, pearls of power (1st [2], 2nd [2]), polymorphic pouch, righteous medal of spirit, Terendelev's scale of cloudwalking, belt pouch, holly, mistletoe, scroll case, spell component pouch, traveler’s outfit, wardstone shards, waterskin, white fur cloak, 265 gp

SPECIAL ABILITIES
Spirit Sense (Sp) At will, can detect the presence of undead, fey, outsiders, and astral, ethereal, or incorporeal creatures. Functions like detect undead, and all types are detected at once rather than one kind.
Place Magic (Su) As a free action, can tap into the magic of a nearby ley line and increase his caster level by +1 for 1 round.
Resist Nature’s Lure (Ex) Gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey, as well as against spells and effects that target plants.
Wild Shape (Su) As beast shape III, elemental body II, or plant shape I, except as noted. Can transform into any Diminutive, Tiny, Small, Medium, Large, or Huge animal; a Small or Medium elemental; or a Small or Medium plant creature three times per day. This effect lasts for 1 hour per druid level, or until he changes back. Changing form is a standard action and does not provoke an attack of opportunity. The form chosen must be an animal he is familiar with.
Walk the Lines (Su) Can use his connection to ley lines to cast transport via plants a number of times per day equal to his Wisdom bonus.

AUTOMATIC BONUS PROGRESSION
Resistance +2 Ehren gains a +2 resistance bonus on all saving throws.
Armor Attunement +2 Ehren is attuned to his black dragonhide armor, granting it a +2 enhancement bonus.
Weapon Attunement +2 Ehren is attuned to his slam attacks, granting them a +2 enhancement bonus.
Deflection +1 Ehren gains a +1 deflection bonus to his AC.
Mental Prowess +2 Ehren gains a permanent +2 bonus to his Wisdom.
Physical Prowess +2 Ehren gains a permanent +2 bonus to his Strength.
Toughening +1 Ehren gains a +1 enhancement bonus to his natural armor.

BACKGROUND
Ehren’s family can trace their lineage to the ancient druids of Lost Sarkoris, the creators of the original menhir. Though it is a mere shell of its former self, the druidic order lives on, practicing the Green Faith and tending to the wardstones that trap the demonic influence of the Worldwound within their lost homeland. The small enclave Ehren was born into was always on the move, never dallying too close to the Worldwound unless it was necessary. Ehren barely knew how to speak when he was first initiated into the Faith, taught to venerate nature and all of its creations.

When he grew older his father began to teach him the secrets of their order. Ehren learned of the ley lines beneath the earth, through which all of nature’s power flowed, as well as of the numerous nodes that dotted the world’s surface. In time he learned to sense this power within other creatures, and even to tap into the ley lines themselves, a power that his father cautioned him against. He would always be learning from the world, his father told him years later, but for the time being, his training was complete. Only one task for him remained.

With his family, Ehren journeyed to one of the menhir he had sworn to protect, following the convergence of the ley lines. The journey was not without its dangers, but in time they safely reached the wayward wardstone. Ehren was instructed to touch the menhir, to feel the essence of nature firsthand. When he did so, he was struck by more power than he could ever imagine. For an instant Ehren merged with the world itself, becoming a conduit for all of nature’s raw power. Amid the awe-inspiring beauty he could sense the Worldwound’s corruption; he realized that it truly was a festering wound, and that the world was hurting for it. In that brief moment, he could feel that pain. When the connection was finally broken, Ehren fell into a deep slumber, much to the dismay of his kin. It was far from the result that had been expected.

Ehren awoke a week later, imbued with a deepened sense of purpose; the world had taught him what was at stake in a way that even his father could not. The druidic order could not entirely comprehend what had transpired at the wardstone, but they knew for sure that it was a sign. They were all but certain that Ehren had been chosen for some greater purpose. It was perhaps no coincidence that the Fifth Mendevian Crusade would soon start. Despite still being inexperienced in the ways of the world, Ehren was determined to lend his aid to their Iomedaean allies.

Automated Daily Routine:
Every morning, after preparing his spells, Ehren casts ant haul on himself, tripling his carrying capacity for 18 hours. He also casts greater longstrider, raising his base speed to 40 feet.

Iomedae's Blessing:
Ehren Ferron gains the following blessing from Iomedae:

He gains a permanent +2 bonus to a skill of his choice. He gains a permanent +2 bonus to Charisma.

In addition, he gains a second domain (Nature Bond) of his choice due to his deepening connection with the Green. He can use the 1st level spells of both of his domains as spell-like-abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of his two domains’ spells as a spell-like-ability, but may only use spells of a level equal or less than his mythic tier. Those spells are as follows: cloak of winds, magic stone, soften earth and stone, stone call, stone fist, and stone shape.

Awaken the Deep Magic:
Mythic Place Magic: Place Magic increases your caster level by 1 + 1/3rd of your mythic tier for 1 round. In addition, you can expend 1 use of MP while using Mythic Place Magic to pull additional magical energy from a ley line, adding a metamagic effect to the next spell cast that round.
The metamagic you have available to choose from are listed below. You gain additional metamagic as the CL bonus granted by place magic increases.
Caster Level +1 (Tier 1-2): Reach, Elemental
Caster Level +2 (Tier 3-5): Empower, Persistent, Sickening, Thundering, Umbral
Caster Level +3 (Tier 6-8): Dazing, Echoing, Maximize, Widen
Caster Level +4 (Tier 9-10): Quicken
When applying metamagic from mythic place magic to a spell, its total adjusted level can’t be greater than that of the highest-level spell you can cast from that spellcasting class.

Skill Rank Distribution:
Total Skill Ranks: 45 (adventuring), 18 (background), 8 (bonus)
Diplomacy: 5 ranks + 3 class skill + 1 trait bonus + 1 Charisma = 10
Heal: 7 ranks + 3 class skill + 6 Wisdom + 2 Iomedae's blessing = 18
Knowledge (geography): 8 ranks (background) + 3 class skill + 1 trait bonus = 12
Knowledge (nature): 8 ranks + 3 class skill + 1 trait bonus = 12
Linguistics: 1 rank (adventuring) + 1 rank (background) = 2
Lore (menhir): 8 ranks (background) + 3 class skill = 11
Lore (Sarkoris): 4 ranks (from Kenabres wardstone) + 2 ranks (from Icerift menhir) + 2 ranks (from Drezen menhir) + 1 rank (background) + 3 class skill = 12
Perception: 8 ranks + 3 class skill + 6 Wisdom = 17
Spellcraft: 8 ranks + 3 class skill = 11
Survival: 8 ranks + 3 class skill + 6 Wisdom = 17