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About Ferian DrimStats:
Ferian Drim
HP 24
Skills:
Adventuring Skills
Diplomacy +7 (2 ranks)
Background Skills
Handle Animal +7 (2 ranks)
Spells:
CL 3rd; concentration +7
Druid Spells per day: four 0 level spells [DC 14], three 1st level [DC 15], two 2nd level [DC 16]
Default Spell List: Druid 0 Level: Detect Magic, Read Magic, Light, Stabilize
Cleric 0 Level: Guidance, Purify Food and Drink, Create Water, Spark
Gear:
Explorer’s Outfit [Starting Clothing] Leather Armor [10 gp] Quarterstaff [15 gp] Cloak of Resistance +1 [1,000 gp] Aegis of Recovery [1,500 gp] Healer’s Kit [50 gp] Veterinarian’s Kit [25 gp] Mapmaker’s Kit [10 gp] 390 gp Sky Druid Class Features:
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Sky’s Embrace (Su): At 2nd level, a sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed, and may use her Fly skill in place of Acrobatics when making jump checks. This ability replaces woodland stride. Theologian Cleric Class Features:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Focused Domain: A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots. In all other respects, this works like and replaces the standard cleric domain ability.
Domain Abilities:
Domain (Air), Subdomain (Cloud) Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Zephyr (Blue Heron) Companion:
Str: 14
HP 24
[dice=Bite Attack]d20+5[/dice]
Companion Skills
Companion Tricks
Companion Abilities Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Backstory:
Ferian Drim was not born in Oberon. He was born in the plane of air. The son of two human parents, Ferian was their firstborn. Both his mother and father were surprised when he was born, but immediately accepted him as their own. His parents, both explorers, spent much of their time aboard an airship in the plane of air, so when Ferian was born on that airship, it made some sense that he could be a sylph. His mother, Cyndra, and his father, Tilian, raised Ferian aboard the airship, aptly named The Azure Cloud. After his birth, his parents had two more children, another boy, then a girl, both human. Ferian and his siblings, Hossim and Liara, learned about airships and magic at the same time they learned to read and write. Ferian was particularly interested in the plane of air and his close connection to it. The faith of his parents in St. Christopher was an easy example to follow and he quickly took to its principles and St. Christopher’s connection to the wind. When his parents retired, they returned to Oberon and Essex Island. Ferian and his siblings went with them. His brother went on to become an officer in The Merchant League’s armed forces and had a distinguished career. His sister got elected into the government and married another elected official. Ferian, due to his nature as a sylph, aged at a much slower rate than the rest of his family. He had to watch as his parents died and later his brother. His sister still lives, though she has retired herself. She still has some influence on the Merchant League’s government and has her own agenda. For Ferian’s part, he continued to grow in his faith in St. Christopher. Focusing on the saint’s connection to air, Ferian studied the topic endlessly, learning its ins and outs. Once he finally came of age, he enrolled in the Miskatronic University. While his parents’ reputations as explorers would have been enough to get him into the prestigious school, his academic excellence would have been enough on its own as well. While enrolled, Ferian took multiple expeditions into the wilds of Essex Island, particularly into its forests. He became acquainted with its ins and outs much as he had become acquainted with his parents’ airship. Eventually he met a small gathering of druids in a forest clearing. While they did not worship St. Christopher, they were familiar with the saint and had a favorable view of him. Ferian endeavored to become friends with the druids and to learn their enigmatic language. They were resistant at first, but Ferian quickly won them over. With his connection to the plane of air, he had a unique approach to druidism. It was during his druidic studies that he met his heron companion, Zephyr. Even as his connection to nature grew, Ferian made sure not to neglect his commitment to St. Christopher and his studies at the Miskatronic University. After graduation, Ferian had no desire to move away from his friends in the University and in the druidic circle. When he was offered a junior professorship, he quickly accepted. Ferian, or Professor Drim - as his students refer to him - splits his time between the druids’ forest and his teaching at the school. With a few years of teaching under his belt, Ferian found himself drawn to explore as his parents had. With Dr. Munroe leading an expedition for the school, Ferian has the perfect opportunity to satisfy his desire for exploration while still fulfilling his commitment to the school. He’ll miss his friends in the druid’s circle, but he’s sure he’ll see them again in time. For now, he’s looking forward to adventure.
Description & Personality:
Ferian Drim is a seventy-two years old sylph. He stands approximately 6’3’’ tall. Despite his age, he isn’t far removed from adolescence, in sylph years. As such, his appearance is still quite fair, and his ghostly-white skin almost appears to be translucent in some places. His hair, also a ghostly-white, moves a bit on its own, even when Ferian stands perfectly still. If there was any doubt as to his sylph heritage, his hair is a clear giveaway. As for his personality, Ferian tends to be overly-absorbed in his work. Between his theological and druidic studies, he doesn’t have much time for casual conversations. Most of his interactions with other people come via teaching students and through learning from other druids. That said, if someone’s able to catch Ferian with some downtime, he’s happy to entertain them with conversation. He prefers intellectual discussions over trivial talks, but is willing to tolerate the latter up to a certain point. When the need for action arises, he’s quick to respond. He learned from a young age the importance of timeliness and he’s continued to demonstrate his belief in its importance as he’s aged.
Status:
HP: 24/24 Active Effects: Channels: 4/4 Lightning Arc: 7/7 Spells
Druid 0 Level: Detect Magic, Read Magic, Light, Stabilize
Cleric 0 Level: Guidance, Purify Food and Drink, Create Water, Spark
----- Zephyr (Blue Heron)
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