Jadrenka the Maiden

Elenaril Oakspar's page

11 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Half-Elf Druid (Green Faith Initiate) 1: HP 14/14 : AC: 14, T: 12, FF: 12: Fort: +4 Reflex: +2 Will: +6 (+8 Enchantment) : Perception +4, Init +2 : Wooden fist 6/6 : Low light vision

Location

Elanaril

About Elenaril Oakspar

Female Half-Elf Druid (Green Faith Initiate) 1
N medium humanoid (elf/human)
Init +2; Senses: Low light vision Perception +4
------------------
DEFENSES
------------------
AC 14 , touch 12, flat-footed 12 (+2 armor, +2 Dex, +)
hp 10 (1d8+2) Current: 10
Fort +4 ; Ref +2; Will +6 (+ Enchantment)
Defensive Abilities immune to magic sleep effects,
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Quarterstaff +1 1d6+1/1d6+1 x2
Melee Sickle +1 1d6+1 x2 sl/trip
Ranged Sling +1 1d4+1 x2 50ft

Special Attacks -
Melee Wooden Fist 6/day +1 1d4+1 lethal damage (bludgeoning/piercing)
Melee Quarterstaff (Shillelagh) +2 2d6+2/2d6+2 x2
Ranged Sling (Magic Stone) +2 1d6+2 x2 50ft
-------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 14, Int 12, Wis 18, Cha 11
Base Atk +0, CMB +1 , CMD 13
Feats
*Skill focus (Heal), Green Faith Acolyte

Traits
Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Frontier Healer
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st

Racial:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves 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.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-Elves receive Skill focus as a bonus feat at 1st level.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source: PZO9456

Skills: 4+1 Int + 1 favored= 6 per level
Acrobatics +3
*Climb +1
Diplomacy +
*Escape Artist +2
*Fly +
*Heal +12
Intimidate +
*Knowledge (Nature) +7
Knowledge (Planes) +
*Perception +4
*Sense motive +4
*Ride +2
*Stealth +2
*Swim +5
*Survival +8
*Spellcraft +

Background: (2 per level)
*Profession(Herbalist) +
*Handle Animal +8
*Knowledge Geography +6
Knowledge Religion +
Lore {Stolen Lands Fey} +

Languages Common, Elven, Druidic, Sylvan

Spells +1 CL on all plant enhancing

Spoiler:

Spell like abilities when in a forest (1x/day each)
0-level Know direction, Mending, Virtue
1st level Cure Light Wounds

0-level: 3
Create Water, Stabilize, Light
1st level :1+1 bonus+1 Domain
Magic stone, Produce flame, Entangle*(D)

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler

Combat Gear Leather armor, quarterstaff, sickle, sling

Gear Druid’s Kit : animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Potions:

Scrolls

Worn Magic Items

Head:
Headband
Neck:
Body
Shoulders:
Finger 1:
Finger 2:
Hands:
[Wrists
Waist:
Feet:

Potions:

Scrolls:

Wands:

Gold on hand: 120gp, sp, and cp

Gold Stored:

-------------------------------------
BONUS FEATS AND SPECIAL ABILITIES
-------------------------------------
Nature Bond Plant Domain.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Orisons
Wild Empathy: (1d20+)
-------------------------------------
BACKGROUND/PERSONALITY/APPEARANCE
-------------------------------------

Description
Build/bodytype : Athletic

Standing a bit taller than the average human woman, and graced with a naturally sleekly athletic build, Elanaril possesses a wild, untamed, appeal blending elven and human features harmoniously. She keeps her thick dark green hair long, perpetually windswept, her complexion carrying a rich golden tinge of sun exposure. Perhaps her most notable features are her emerald eyes, piercing and deeply evocative.

Vine pattern tattoos trace their way along her body, adding to her otherworldly feel, and her face bears druidic ritual markings.

She wears little in the way of jewelry, a simple leather pendant necklace, and plain silver earrings serve as her adornment. Most commonly dressed in greens and browns, she wears leather armor when exploring or expecting danger.

Background:
The daughter of an exceptionally talented herbalist and wise woman in an outlying village in southern Brevoy, Elenaril spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger. Half-elves being a not-uncommon occurrence in the region, she grew up without the usual stigma that those of her heritage often encountered, allowed to roam the woods rather freely as she grew, assisting her mother in finding rare herbs and plants to use in her cures and herbal concoctions.
Upon coming of age, her mother initiated her into both the Green Faith, and the druidic circle to which she belonged, a devoted circle that maintained the knowledge of the land, the power and potential within the wilds, learning the names, power and languages of the beasts, plants and all other forms of natural life.
The wanderlust of the father she has never met runs in her blood, and she has recently found herself yearning to explore beyond the boundaries of the lands she knows, and to spread the knowledge and influence of The Green. Word of an exploration into the Stolen Lands has definitely caught her interest, and she has decided to volunteer her knowledge and familiarity with the wilderness to those seeking to join said expedition. Her childhood best friend Kaleida, more of a sister really, the daughter of one of the village’s hunters who was unfortunately gored by a wild boar when she was 8 and came to live with Elenaril and her mother, chose to come with her, seeking to hone her skills in the wilds.

Personality:
A life of spending days in seclusion in the wilds has left Elenaril somewhat of an introvert, in some ways almost preferring the plants and animals of nature to most people. Quietly thoughtful and highly perceptive, she tends to observe before speaking, determining the dynamics of a situation before acting.
She has a knack for understanding situations, developing a reputation for open-minded neutrality and a talent for resolution in her early teens. When in the wilderness, she can often come off as distracted, though this isn’t quite an accurate assessment. Her awareness of the natural world is such as to generate a state of almost hypervigilance when in the wilderness, responding to multiple forms of stimuli that others would barely notice.
Elenaril possesses a caretaker nature, usually thinking in regards to helping and protecting those around her, naturally falling into the role of guardian of any community she’s a part of
.
At least three NPCs:

Goals
Explore the pull she feels whenever encountering anything vaguely fey in nature. She doesn’t have any idea why but she is drawn to exploring the more supernatural aspects of nature and the wilds.
Spread the Green Faith in the Stolen Lands

Wild shape preferred forms: