Lini

Elowen's page

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


Classes/Levels

Female NG Human Grasping Vine Shaman (Wood) 4 | HP 29/29 (0 NL) | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +3, W: +7 | Init: +2 | Perc: +12 (+14 dark/dim light) | Speed 30ft |Tree limb 5/5|Darkvision 60ft | Channel 2/3

Gender

Elowen Loot Sheet

About Elowen

Max HP:29 (4d8+4) Current HP:29 Non Lethal:
STR 14(+2) DEX 14(+2) CON 12(+1) INT 10(+0) WIS 16(+3) CHA 14(+2)

Speed: 30 Swim speed:
SQ:Darkvision 60ft

Defense

AC: 14 (10+ 2 Rosewood Armor + Natural + 2 Dex )
Touch: 12
Flat footed: 12
CMD: 15
Resistance:
Immune:

Armor Rosewood Armor (spiked) Max Dex +5 ACP: 0

Saves:
Fort: +3 Reflex: + 3 Will: +7

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Offense
BAB:+ 3 CMB:+5 Initiative +2

Combat:
Melee: Staff +5 1d6+2 bludgeoning x2
Melee: Sickle +5 1d6+2 slashing 19/20 x2

Ranged: Thorn Javelin +5 1d6+2 x2 DC 14 Fort save or Sickened 1 round
Ranged: Spell +5 (Varies)

Special:
Tree Limb strike +5 1d8+2

Spells
Spirit Magic 1/day: Entangle (1st), Barkskin (2nd)
Detect undead (1st), lesser restoration (2nd)

o-level per day: 4 Unlimited
Dancing lights, Create Water, Know Direction, Detect Poison

1st level per day: 3+1 Cast:
Thorn javelin, Bless, Monkeyfish

2nd level per day: 2+1 Cast:
Vine strike, Summon nature's ally II

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Special Abilities

Orisons, spirit, spirit animal, spirit magic, tree limb, Verdant Magic, Greentongue, Leshy Summoning

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Wood Spirit
A shaman who selects the wood spirit has a skin tone similar to the coloration of trees in her home region. Her vibrant hair is fragrant and resembles leaves and blossoms.
Spirit Magic
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Spirit Magic Spells: entangle (1st), barkskin (2nd), thorny entanglement (3rd), command plants (4th), wall of thorns (5th), fire seeds (6th), animate plants (7th), horrid wilting (8th), and shambler (9th).

Spirit Ability: Wood Spirit Abilities (Su)
A shaman who chooses the wood spirit as her spirit or wandering spirit gains the following ability.
Tree Limb (Su): As a swift action, the shaman can turn one of her arms into a heavy, branch-like limb. She must drop anything held in that hand, and she can’t use this ability if she is wearing a shield on that arm. Until the beginning of her next turn, she gains a slam attack that deals 1d8 points of damage (for a Medium shaman; 1d6 if Small, 2d6 if Large). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
At 8th level, the reach of this slam attack increases by 5 feet. At 16th level, the shaman can transform both of her arms, gaining two slam attacks.

Greentongue (Sp) 1/day (Suggestion 1/day)
At 2nd level, as a standard action, a grasping vine can use speak with plants as a spell-like ability. The grasping vine can use this ability a number of times per day equal to half her shaman level. In addition, while under the effects of speak with plants, the grasping vine can deliver a suggestion (as per the spell) to a single plant creature within 30 feet, ignoring the plant’s immunity to mind-affecting effects. The grasping vine can use this ability once per day at 2nd level, plus an additional time per day every 4 levels after 2nd level.

Verdant Path (Sp): Even the most tangled briars make way for the shaman, and suitable roots and branches appear to support her feet. The shaman gains woodland stride, as per the druid ability of the same name. At 8th level, she can use air walk at will whenever she is within 10 feet of a tree, though the effect ends instantly when she moves farther than 10 feet from a tree.

Leshy Summoning (Su)
The witch counts as a plant creature for the purpose of growing leshys. She adds leaf leshys , gourd leshys, fungus leshys , seaweed leshys, and lotus leshys to the list of creatures she can summon with summon monster I, II, III, IV, and V, respectively.

Wandering Spirit: Life
A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability.
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. (3x/day, 2d6)
Crawling vine familiar

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Languages: Common, Sylvan

Skills: 4+ Int ()+ bonus (1)=5 per level
Acrobatics +2
Climb +3
*Diplomacy +
*Fly +
*Heal +10
Intimidate +
Knowledge Dungeoneering +2
*Knowledge Religion+
*Knowledge Planes+
*Knowledge Nature +8
Perception +12 (Alertness)
*Ride +2
Sense motive +3
*Stealth +6
*Spellcraft +5
*Swim +2
*Survival +14
*UMD +

Background skills:
Appraise +
*Craft
*Handle Animal +6
Linguistics +1
*Knowledge Geography +6

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Feats:
Self-Sufficient, Green Faith Acolyte (damaging spells don’t hurt plants/ Enhancing/affecting spells CL+1), Extra hex

Traits:
Frontier-Forged (Any Frontier Area)
A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia.
Benefit: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Know the Land
You possess deep familiarity with the plants and animals of a variety of environments.
Benefit(s) You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.

Racial Traits
Racial Traits:
Racial Traits
• • Ability Score Modifiers: 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.
• Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PZO9466

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Equipment/Gear (lbs)
Traveler's outfit (free)
Shaman's kit :includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, soap, a spell component pouch, trail rations (5 days), a waterskin, and a wooden holy symbol.
Staff

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Personality

Background
Elowen doesn’t remember much of her earlier life, the part before her father, a hard drinking logger who ran afoul of the Consortium, took his wife and child deeper into Darkmoon Vale, seeking to work as an independent logger. This would only last a brief while, as he would run afoul of the Fey residing deep within, and though both of her parents paid the price for his hubris, young Elowen found herself the benefactor of one of the more benign fey, a dryad named Chrysopeleia, who took care of the young girl, raising her as her own.

Knowing that she would have to interact with the other humans in the area at some point, Chrysopeleia taught her as much as she could of her own kind, encouraging her to venture out to the town of Falcon’s Hollow eventually establishing a few connections with some of the more open minded townsfolk, specifically with Laurel Gebre, the town herbalist whom she often brings rare herbs and plants from within the forest.

Description
Elowen

Blessed with a primal, natural beauty, Elowen looks far more at home in the wilds, surrounded by the forest that she seems born a part of, than in any ‘civilized’ setting. Skin the color of sycamore bark bears patterns reminiscent of natural wood grain, while lush vibrant green, fragrant hair is fragrant, resembling leaves, accented with the occasional blossom.

Deep green eyes carry a wisdom beyond her years, and in a natural setting, she moves with the ease and confidence of one of the fey.

Wealth

pp 180gp sp cp
gems

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Spirit Animal
Spirit Animal (Ex)
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spirit Animal (Ex)
The shaman’s spirit animal looks like a wooden figurine or a vaguely animal-shaped tree branch when it is motionless. The animal gains freeze as per the universal monster rule.

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Crawling Vine
N large plant
Init +3; Senses low-light vision; Perception +0
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural,)
hp 14 (4d8)
Fort +2, Ref +3, Will +0
Immune plant traits
OFFENSE

Speed 20 ft., climb 20 ft
Melee Attack slam+6 (1d6+6) plus grab/constrict
Space 5 ft.; Reach 5 ft.
Special Attacks grab, constrict (1d6+6)
STATISTICS
Str 22, Dex 16, Con 18, Int 7, Wis 12, Cha 2;
Base Atk +0; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)
Skills Climb +7
Special Qualities low-light vision, scent, evasion

ECOLOGY
Environment temperate forests and urban
Organization solitary, pair, or tangle (3–10)
Treasure none
Climbing ivy thrives in dense forests and urban landscapes, where it can easily relocate to maximize its exposure to the sun. Surprisingly fast for a plant, creeper ivy is territorial and lashes out at creatures that threaten or shade it. It also scavenges when the opportunity presents itself, sometimes drawing nutrition from carrion or even unguarded eggs.

Special Abilities: Alertness, improved evasion, share spells, empathic link
4TH-LEVEL ADVANCEMENT
Size Large; AC +1 natural armor; Attack slam (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.