Koriah Azmeren

Faerin Cordova's page

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


Classes/Levels

Active effects: Ironskin (5 mins), Bull's Strength (6 mins), Bear's Endurance (5 mins)

Gender

Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1

Age

21

Alignment

NG

Deity

Green Faith

Languages

Common, Elven, Druidic

Strength 13
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 19
Charisma 12

About Faerin Cordova

Female Half-Elf Druid (Green Faith Initiate) 6
N medium humanoid (elf/human)
Init +2; Senses: Low light vision Perception +12
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DEFENSES
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AC 18 , touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 deflection)
hp 43 (6d8+12) Current: 43
Fort +8; Ref +5; Will +10 (+12 Enchantment) (+14 vs Fey spells and SLA’s)
Defensive Abilities immune to magic sleep effects, Bramble Armor 6 rounds/day (1d6+3 piercing against any attack with unarmed strike or a melee weapon without reach).
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OFFENSE
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Speed 30 ft.
Melee Cold Iron Sickle +6 1d6+2 x2
Melee Quarterstaff +6 1d6+3/1d6+3 x2
Ranged Sling +7 1d4+3 x2 50ft

Special Attacks -
Melee Wooden Fist 8/day +6 1d4+5 lethal damage (bludgeoning/piercing)
Melee Quarterstaff (Shillelagh) +7 2d6+4/2d6+4 x2
Ranged Sling (Magic Stone) +8 1d6+2 x2 50ft
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STATISTICS
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Str 13, Dex 14, Con 14, Int 10, Wis 19, Cha 12
Base Atk +4, CMB +7 , CMD 19
Feats
*Skill focus (Survival), Self sufficient, Green Faith Acolyte, Spell focus (Conjuration),

Traits

Pioneer
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

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.

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.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.

Skills: 4+ Int + 1 favored= 5 per level
Acrobatics +3
Climb +3
Diplomacy +8
*Escape Artist +3
*Heal +14
Intimidate +1
*Knowledge (Nature) +12
Knowledge (Planes) +4
*Perception +11
*Sense motive +12
*Ride +7
*Stealth +7
*Swim +6
*Survival +19
*Spellcraft +7

Background: (2 per level)
*Profession(Herbalist) +3
*Handle Animal +9
*Knowledge Geography +9
Knowledge Religion +5
Lore {Stolen Lands: Fey} +5

Languages Common, Elven, Druidic, Sylvan

Spells +1 CL on all plant enhancing

Spoiler:

0-level: 5
Create Water, Spark, Know Direction, Stabilize, Light
1st level :3+2 bonus
Shillelagh, Obscuring mist, Magic Stone, Produce flame, Entangle*(D)
2nd level 3+1 bonus
Bull's Strength, Aggressive Thundercloud, Flaming sphere, Barkskin(D), Burst of Radiance
3rd level 2+1 bonus
Burst of nettles*, Heatstroke, Plant growth* (D), Aqueous orb

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 Hide armor, quarterstaff, sickle, darts, 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, alchemy crafting kit. 5 flasks oil

Potions:
Monkey Fish, Neutralize Poison, Bear's Endurance

Scrolls
Ironskin, Lesser Restoration
Faerie fire, Hidden spring, Ice armor, Remove Sickness

Wands:
CLW 19 charges 1d8+3

Worn Magic Items
+1 Hide armor

Head:
Headband Headband WIS +2
Neck: Amulet of Mighty fists +1
Body
Shoulders:
Finger 1:
Finger 2: Ring of Protection +1
Hands:
[Wrists
Waist:
Feet:

Gold on hand: 2,821 gp, 7 sp, and 7 cp

Gold Stored:

Azalea - Light Riding Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse’s hooves are treated as secondary attacks.

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BONUS FEATS AND SPECIAL ABILITIES
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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.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive
Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Orisons
Wild Empathy: (1d20+7)
Mediator’s Ear By 3rd level, a Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others’ attitudes, much as she does with animals. A Green Faith initiate gains a bonus on Diplomacy and Sense Motive checks equal to half her druid level. This ability replaces trackless step.
Resist nature’s lure Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild shape At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Zephyr Message 7 mile range (Sp) At 6th level, once per day, the Green Faith initiate can cast whispering wind as a spell-like ability, treating her druid level as her caster level. This replaces the druid’s additional daily use of wild shape gained at 6th level
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
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BACKGROUND/PERSONALITY/APPEARANCE
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Description
Build/bodytype : Athletic (trending toward curvy)

Standing a bit taller than the average human woman, and graced with a naturally sleekly athletic build, Faerin possesses a subtle, yet exotic beauty, blending elven and human features harmoniously. She keeps her almost burgundy hair mid-length, perpetually windswept, her complexion carrying a rich golden tinge of sun exposure. Perhaps her most notable features are her eyes, which seem to continually shift between blue, green, and grey depending on the light.

Light leaf and vine pattern tattoos grace her collar out to her shoulders, and down her arms, while a large intricate druidic sigil adorns the left side of her usually exposed midsection.

Faerin wears little in the way of jewelry, a simple leather necklace bearing an intricately carved wooden symbol of the Green Faith hangs around her neck, and plain silver earrings accompany a small, silver ring piercing her nose. 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 southern Brevoy, Faerin spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger from Kyonin. 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 that was the birthright of her maternal bloodline, members of a small forgotten circle that maintained the knowledge of the land, the power and potential within the herbs, plants, crystals and other natural resources, that went far beyond basic uses.

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. 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.

Personality:
A life of spending days in seclusion in the wilds has left Faerin 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.

Faerin 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:
Marta Cordova (Family member) – Faerin’s mother, a druid herself and Faerin’s teacher. Most people in her village simply know her as an herbalist who raised her daughter by herself. A loving parent, nowhere near as overprotective as one would expect, Marta believes in her daughter’s ability to learn what she needs through experience, having taught her the tools to be rather self-sufficient.

Jerren Surtov (enemy) – son of the town council leader. Arrogant, entitled, spoiled. Faerin broke his nose when they were both 14 in front of a bunch of his friends after seeing him kick a puppy. He’s hated her ever since and they’ve had a few run-ins since then.

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


Current status:

Wild shape preferred forms: +4 to AC of all w/ Mage Armor
Falcon: fly 30 feet (average maneuverability) AC 15
Wolf: low-light vision, scent. AC 15 Att (bite)Magic: +7 Dam: 1d6+4

If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Druid Grove (upgrade to Temple later):

Note: Groves are classified as Shrines. Shrines are decently sized but can be upgraded later to a Temple or Cathedral if you really wanted to.

The procedure is as follows:

Find a location you want to build your grove.

Clear and secure that location (1 lot/hex) -- (kingdoms use hexagons, not squares, to plot land).

Gather the natural resources required to build your grove (Shrine)

This requires 8 Build Points worth of raw materials either gathered, grown, or purchased with gold

Spend one turn's build phase (Kingdom) building your sanctuary or hire some druids to do it for you.

Once complete: enjoy.

If you built your grove in a populated area (like as a park or something) it will increase the kingdom's loyalty and reduce it's unrest some. This should make it easier to get the required permit/land if you're adding onto an existing town. However, for that kingdom to get that benefit it must be a public place.