Female Human

Ellie Turner's page

3 posts. Alias of CaptainCortez.


About Ellie Turner

Personality

Ellie is a little naive, somewhat aloof but lovely and kind of an "air head".

She loves to visit the forest/woodlands in an attempt to speak with fey, calm animals and enjoy the wilderness as much as she enjoys her urban lifestyle.

She embraces her air elemental heritage and finds fun in her own abilities, experimenting with herself by dispersing parts of her own body into wind and re-forming it back again.

She's essentially a free spirit but one who doesn't mingle with the public very often and is usually in her own little world with a pencil and paper outside, drawing that of which she finds most interesting around her.

In the public eye, she keeps her head down and is somewhat mysterious. She likes to keep out of trouble and away from those who may harm her. She doesn't want to be a victim to people or malicious beings/entities and so in public spotlight, she happily shrouds herself under a hooded cloak, getting on with her job and passing by unnoticed.

Build:
Eleanor 'Ellie' Turner
Class: Adept 2/Sky Druid 1
Domain Air - Subdomain: Wind
Alignment: Neutral Good
Race: Sylph (Outsider)
Hair: Brunette with more blonde natural highlights
Eyes: Bluey Green
Skin: Pale with almost a blue tint to it
Favoured Class: Druid (+1hp per Druid level)
Languages: Common, Auran, Sylvan, Druidic
Senses: Darkvision 60ft
Alternate Racial Traits: Breeze Kissed, Like the Wind, Weather Savvy (replaces Air Affinity, Energy Resistance and Feather Fall as a Spell-like ability)

HP:16 (assuming max HP at level 1, otherwise 15)
AC:15, Touch:12, Flat-Footed:13

Speed: 35ft
Initiative: +2

Str: 12
Dex: 15
Con: 10
Wis: 16
Int: 12
Cha: 8

BAB: 1
CMB: 2
CMD: 14

Fort: 2
Ref: 2
Will: 8

Traits

1. Crowd Dodger
2. Following Breeze

Combat

Masterwork Kukri +3, 1d4+1, 18-20x2, slashing

Abilities

Adept - Summon Familiar: Gone with Bonded Object instead to cast Speak with Animals 1/day through an amulet with a large, red, heart shaped gem inside of it.

Druid - Air Domain (Cloud and Wind Subdomains)

Domain Power (minor - level 1 onwards): Wind Blast (Su) - As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (this replaces Lightning Arc of the Air domain).

Domain Power 2: Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Spells

1/day you may cast any spell known through your Amulet.

Adept Level 0: Guidance, Light, Stabilise
Adept Level 1: Cure Light Wounds, Obscuring Mist

Druid Level 0: Detect Poison, Know Direction, Virtue
Druid Level 1: Alter Winds, Calm Animals

Domain Spells: 1st—Whispering Winds, 2nd—wind wall, 3rd—gaseous form, 4th—Air Walk, 5th—control winds, 6th—Wind Walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—Winds of Vengeance.

Skills

Acrobatics: 7 (2 ranks, 3 class, 2 dex, +2 situational. See below.
- +2 jump, +2 vs AoO moving through and out of opponents spaces
Handle Animal: 4 (2 rank, 3 class, -1 charisma)
Knowledge (Nature): 8 (2 ranks, 2 class, 3 class, 1 int)
Perception: 8 (2 ranks, 3 class, 3 wis)
Profession (Goods Transporter): 7 (1 rank, 3 class, 3 wis)
Survival: 9 (1 rank, 2 class, 3 class, 3 wis)
Swim: 5 (1 rank, 3 class, 1 str)

Feats

1. Cloud Gazer
3. Martial Weapon Proficiency

Gear: Masterwork Kukri (308gp, 2lb's), +1 Leather Armour (1160gp, 15lb's), 182gp, Amulet (see below).

Bonded Amulet - A large red, heart shaped gemstone sits inside a fanciful silver frame, the frame itself decorated with hundreds of tiny leaf engravings, each tinted with a subtle shade of green. The heart almost looks as if it's emanating light. 1/day you may cast any spell known through this amulet.

- - - POTENTIAL CLASSES - - -

2 levels Rogue (Knife Master)
8 levels Druid (Sky)
10 levels Daggerspell Shaper

Story:

Ellie was born a Sylph. Her mother carried her heritage and although a Sylph herself, looked as close to a human as possible. Her father on the other hand was but a simple, Human Blacksmith.

Her parents didn't particularly love their child, leaving her mostly to her own devices. Her interests were usually of an artful and creative origin, though sometimes she'd go out and have stick fights with the local children, preferring the smaller and lighter sticks over the bigger branches some of the more burly kids played with.

When Ellie was mature and old enough to get by in life herself (her father nearing 85 years of age by this point), both her Mother and Father told her she'd be staying with a friend of the family (a human woman of around 65 years of age by the name of Betsy) before waving her off and sending her packing to Diobel.

Once there, she tracked down old Betsy who welcomed her with open arms.

"So your parents sent you here..." she aired, wondering what to do with the girl of 68 years of age (17 in human looks and terms). "They didn't notify me of your arrival, but no matter, you're here now so let's get you something to eat and drink and then I'll prepare a room for you!"

Old Betsy seemed a little eccentric but pleasantly friendly, charming and had a good sense of humour. She felt (unnamed's) parents were selfish but didn't believe in blaming the young and so as time went on, Ellie and old Betsy felt a strong bond for one another, though Betsy herself never really went into great detail about her past line of work, so there has always been a side of mystery about her that has always kept Ellie curious.

It was old Betsy who convinced Ellie to apply for the job she's in now and when the young girl isn't down at the woods, tending to animals, experimenting with her unusual abilities and enjoying long walks through her tree'd and streamed surroundings, Ellie is often at home spending time with the old lady, helping out around the house and sharing interests, like any young girl would do when in the company of someone she admires and someone who although not of blood relation, has become her adoptive mother and friend.

Position in society: Commoner, though she seems to be an Adept when it comes to things relating to the wilderness, in addition to controlling her own unnatural abilities.

Job: A goods transporter - She carries goods mostly from the docks to places of business around Diobel to make a living.