Koriah Azmeren

Faerin Cordova's page

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


Female Half-Elf Druid (Green Faith Initiate) 2: HP 14/19 : AC: 14, T: 12, FF: 12: Fort: +5 Reflex: + 2 Will: +7 (+9 Enchantment) : Perception +6






Green Faith


Common, Elven

Strength 13
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 12

About Faerin Cordova

Female Half-Elf Druid (Green Faith Initiate) 2
N medium humanoid (elf/human)
Init +2; Senses: Low light vision Perception +6
AC 14 , touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (2d8+4) Current: 14
Fort +5; Ref +2; Will +6 (+8 Enchantment)
Defensive Abilities immune to magic sleep effects
Speed 30 ft.
Melee Sickle +2 1d6 x2
Melee Quarterstaff +2 1d6+1/1d6+1 x2
Melee Quarterstaff (Shillelagh) +3 2d6+2/2d6+2 x2
Ranged 3 darts +3 1d4 x2

Special Attacks -
Str 13, Dex 14, Con 14, Int 10, Wis 18, Cha 12
Base Atk +1, CMB +2 , CMD 14
*Skill focus (Survival), Self sufficient


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.

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 +2
Climb +1
*Escape Artist +2
*Heal +10
Intimidate +
*Knowledge (Nature) +8
*Perception +8
*Sense motive +9
*Ride +6
*Stealth +2
*Swim +5
*Survival +16
*Spellcraft +

Background: (2 per level)
*Profession(Herbalist) +8
*Handle Animal +7
*Knowledge Geography +6

Languages Common, Elven, Druidic



0-level: 5
Create Water, Detect Magic, Know Direction, Stabilize, Light
1st level :2+2 bonus
Shillelagh, Entangle, Thorn javelin, Produce flame


Cure Light Wounds
Cheetah’s Sprint
Cure Light Wounds
Aspect of the Falcon (2)
Ant Haul
Nereid’s Grace
Monkey Fish
Dream feast
Speak with Animal

Combat Gear Leather armor, quarterstaff, sickle, darts
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.,

3 Cure light wounds

Gold on hand: 458 gp, 3 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
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse’s hooves are treated as secondary attacks.

Druidic Herbalism: Nature Bond Variant (Optional) 3 Concoctions free per day
Source PZO9446
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: (1d20+)


Build/bodytype : beach volleyball player

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 mid-length auburn hair in a loose braid, usually over one shoulder, 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 pattern tattoos grace her collar out to her shoulders, while delicate vines patterns snake around her arms.

Faerin wears little in the way of jewelry, a simple leather pendant necklace, 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.

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.

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.

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:
HP 14/19
AC 14, Touch 12, Flat-footed 12
Standard Action: Cast and attack

Summoned Dog Appearing in E6
[dice= Inspire Courage/Flank]1d20+2+1+2[/dice]