Winter Witch

Esmerelda Lokrien's page

294 posts. Organized Play character for Akinra.


Full Name

Esmeralda Lokrien Savet

Race

Gnome

Classes/Levels

HP 29/31 | AC 17/12/16 | F: 6 / R: 2 / W: 8 | Init: +1 | Perception: +15(17) | Diplomacy: +11

Gender

Female

Size

Small

Age

44

Special Abilities

Low Light Vision, Illusion Resistance, Gnomish Magic, Academician, Eternal Hope, Dancing Lights 0/1, Ghost Sound 0/1, Prestidigitation 0/1, Speak with Animals 0/1

Alignment

Neutral Good

Deity

Pharasma

Location

Absalom

Languages

Common, Druid, Gnome, Sylvan

Homepage URL

Home Page, Kinda

Strength 9
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 19
Charisma 14

About Esmerelda Lokrien

Esmerelda at a glance:
Esmeralda, like most of her kind, is an outgoing, gregarious, and charming. Unlike many gnomes, she does not obsess endlessly about crafting strange and wondrous items. Instead she has chosen to obsess about the natural world. Her single driving passion is to visit every known terrain type and catalogue as many new and interesting specimens of life as possible. To this end, she always carries a journal and inks to facilitate her academic efforts. Esmeralda joined the Pathfinder Society specifically to enable herself to see the world. She is not fond of the games of intrigue; rather she sees them as the price to be paid to further her studies.

Physically small, Esmeralda is only three feet tall, and she weighs less than a suit of banded mail. Her long flowing violet hair is worn in the typical gnomish unkempt style. In reality the tangled spikey hair is a feat of gnomish ingenuity. Complex braids reinforced by carefully calculated twig, ribbon, and string placement holds the mass together in such a fashion that the style is neigh permanent. Regardless of the stress the style it put under, inevitably, the style remains intact. Oversized violet eyes dominate her small heart shaped face. A small pixie nose sits, as it should, centered above her small bee stung lips.

Background:

Esmerelda (technically Esmeralda, but although she claims to be able to hear the difference no one else really seems to be able to do so) was born and raised in Omestra, Esme, as she is known to her friends, grew up on the road between her home in Omestra, the gnomish weapon manufacturing city of Jovvox and the last outpost in the Worldwound, Gundrun. The child of a weapons runner was exciting and profitable. Unfortunately it is also dangerous. Around sixteen years of age, a demonic scouting party came across the weapons runners, and dismembered the adults. They left the girl alone in the blighted wastes, not out of kindness, but because it was the most unpleasant death they could conjure up for her. Thirsting to death, a slow starvation, or simply freezing to death, with nothing to keep her company but the last thoughts of her parents being flayed to death, perhaps a little of all was to be her end. As fate would have it a small tribe of wandering halflings was to be her salvation. It took several years for the girl to speak again, nonetheless, she always did her best to do anything and everything asked of her. She quickly became the most helpful of the tribe.

As years pressed on, Esme slowly came back out of her shell, and learned to love her adopted family as her very own. She loved the travel, and she loved the people. Most of all she loved the wild connection they held with the land and their drive to help and restore all that had been despoiled by the constant march of war.

Upon reaching the proper age to set out on her own, Esme vowed to honor both her families by becoming a Driod of the Blight. She packed what she could carry, and trekked alone all the way from the Land of the Linnorm Kings to Absalom. She underwent all the training necessary to become a Pathfinder in the hopes that one day she might help heal the blight that is the Worldwound.

Esmeralda Lokrien Savet
Female Gnome Druid (Blight Druid) 4
NG Small Humanoid (gnome)
Init +1; Senses low-light vision; Perception +15
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Defense
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AC 17, touch 12, flat-footed 16 (+3 armor, +2 shield, +1 Dex, +1 size)
hp 31 (4d8+8)
Fort +6, Ref +2, Will +8; +2 vs. illusions, +2 bonus vs. fear and despair
Resist fire 1
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -1 (1d3-1/x2) and
. . Darkwood Shortspear +4 (1d4-1/x2)
Ranged Sling +5 (1d3-1/x2)
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation (DC 12), speak with animals
Druid (Blight Druid) Spells Prepared (CL 4):
2 (3/day) Owl's Wisdom, Barkskin, Summon Swarm
1 (4/day) Goodberry, Entangle (DC 15), Cure Light Wounds, Snowball (DC 16)
0 (at will) Stabilize, Detect Magic, Create Water, Guidance
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Statistics
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Str 9, Dex 12, Con 14, Int 10, Wis 19, Cha 14
Base Atk +3; CMB +1; CMD 12
Feats Augment Summoning, Spell Focus (Conjuration)
Traits Adopted, Ease of Faith, Helpful
Skills Acrobatics +1 (-3 jump), Climb +3, Diplomacy +11, Fly +7, Handle Animal +9, Knowledge (geography) +4, Knowledge (nature) +11, Perception +15, Sense Motive +6, Stealth +5, Survival +10, Swim +3; Racial Modifiers +2 Perception
Languages Common, Druidic, Gnome, Sylvan
SQ +3 bonus on diplomacy, deliver touch spells through familiar, empathic link with familiar, eternal hope (1/day), illusion resistance, nature bond abilities (arcane familiar), share spells with familiar, spontaneous casting, vermin empathy, wild shape (1/day), wild shape (animal), woodland stride
Combat Gear Potion of cure light wounds (2), Potion of cure moderate wounds, Potion of endure elements (2), Wand of cure light wounds, Wand of Mage Armor, Wayfinder, shining (1 @ 0 lbs), Acid (2), Alchemist's fire (2), Alkali flask (2), Antiplague (2), Antitoxin (2), Caltrops (3), Flame ink, permanent, Holy water (2), Liquid ice (2), Shard gel (2), Tanglefoot bag (2); Other Gear Darkwood Armor, Darkwood Shield, Darkwood Shortspear, Sling, Sling bullets (20), Sling bullets (10), Handy haversack (101 @ 79 lbs), Ioun stone (clear spindle, cracked), Bedroll, Belt pouch (11 @ 2.5 lbs), Blanket, winter, Bracelet, Canteen, Canteen, Chalk (5), Charcoal stick (5), Cold weather outfit, Courtier's outfit, Dilettante's outfit, Earrings, Hammer, Hot weather outfit, Ink, black, Ink, colored, Inkpen, Iron spike (10), Journal, Locket, Manacles, masterwork, Manacles, masterwork, Pathfinder chronicle (Knowledge [nature]), Piton (10), Rice paper (10), Sheriff's whistle, Silk rope, Smoked goggles, Spell component pouch, Spell component pouch, Tattoo, Fire Ink: "Alea Lacta Est", Tent, medium, Tindertwig (5), Trail rations (5), Weapon cord, Wrist sheath, spring loaded (1 @ 0 lbs), 574 GP, 3 SP, 4 CP
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TRACKED RESOURCES
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Acid - 0/2
Alchemist's fire - 0/2
Alkali flask - 0/2
Antiplague - 0/2
Antitoxin - 0/2
Dancing Lights (1/day) (Sp) - 0/1
Darkwood Shortspear - 0/1
Eternal Hope (1/day) - 0/1
Flame ink, permanent - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Holy water - 0/2
Liquid ice - 0/2
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
Potion of endure elements - 0/2
Prestidigitation (1/day) (Sp) - 0/1
Shard gel - 0/2
Sling bullets - 0/20
Sling bullets - 0/10
Speak with Animals (1/day) (Sp) - 0/1
Tanglefoot bag - 0/2
Tindertwig - 0/5
Trail rations - 0/5
Wand of cure light wounds - 0/50
Wand of Mage Armor - 0/50
Wild Shape (1/day) (Su) - 0/1
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Special Abilities
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+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cold weather outfit +5 Fort save vs. cold weather.
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Illusion Resistance +2 racial bonus to saves against illusions.
Ioun stone (clear spindle, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It sustains a creature on half the usual amount of food.

A Spindle is usually faceted, but as a prism with 10 or more sides has a nearly round cross-section. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, create food and water, creator must be 12th level; Cost 500 gp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Vermin Empathy +6 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Wand of Mage Armor Add this item to create a wand of a chosen spell.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.