Feiya

Iolandra Zamfi's page

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


Gender

Female Human (Fey touched) Druid (Green Faith Initiate) 1 | 9/9 HP | AC 14 T 12 FF 12 | Fort +4 Ref +2 Will +5 | Initiative +2 | Perception +7, Sense Motive +7

Age

24

Alignment

True Neutral

Deity

Green Faith

Languages

Common, Druidic

Strength 12
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 16
Charisma 12

About Iolandra Zamfi

Female Human (Fey touched) Druid (Green Faith Initiate)
N medium humanoid (human)
Init +2; Senses: Low light vision Perception +7
HT:5'6 WT:135lbs Hair: White Eyes:Violet
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DEFENSES
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AC 14 , touch 12, flat-footed 12 (+2 leather armor, +2 Dex)
hp 9 (1d8+1) Current: 9 Death threshold: -14
Fort +4 ; Ref +2; Will +5
Defensive Abilities
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OFFENSE
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Speed 30 ft.
Melee Staff +1/+1 1d6+1 x2
Melee Staff (Shillelagh) +2/+2 2d6+2 x2
Melee Sickle +1 1d6 x2
Ranged Sling +2 1d4 x2 50ft 20 sling bullets
Ranged Sling (Magic stone) +3 1d6+1 50ft

Special Attacks – Wooden Fist /5 day +1 1d4+1 lethal damage (bludgeoning/piercing)
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STATISTICS
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Str 12 (+1) Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 11 (+0)
Base Atk +0, CMB +1 , CMD 13
Feats
Green Faith Acolyte: Spells that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants. Any spell enhancing or using plants +1 Caster level

Self-Sufficient: +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits
Rostlander
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
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:. Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature (Wis).
Type: Humans are Humanoid creatures with both human subtype.
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).
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, 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. Lastly, the human also gains low-light vision. This trait replaces skilled

Skills: 4+ Int + 1 favored= 5 per level
Acrobatics +2
Climb +1
*Escape Artist +2
*Heal +6
Intimidate +
*Knowledge Nature +4
*Perception +7
*Sense motive +7
*Ride +2
*Stealth +3
*Swim +1
*Survival +11
*Spellcraft +

Background: (2 per level)
*Handle Animal +5
*Knowledge Geography +4

Languages Common, Druidic

Spells (CL: 1)
Spell-Like Abilities when in Forest (favored terrain) 1x/day each:
0-level: Know Direction, Resistance, Spark
1st: Goodberry (CL 2)
Druid spells:
0-level: 3
Create Water, Purify food and drink, Stabilize,
1st level :1+1 bonus
Magic Stone, Shillelagh

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.
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Combat Gear Leather armor, staff,sickle,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., Healer’s kit

Scrolls:

Potions

Wands

Worn Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Wrists:

Other Misc. Magic items

Gold on hand: 27 gp, 11sp 8cp
Gold Stored:

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BONUS FEATS AND SPECIAL ABILITIES
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Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Orisons
Wild Empathy: (1d20+3)
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.

Background

Growing up in the south of Brevoy on the very outskirts of the Gronzi forest, Iolandra spent much of her free time in the forest, roaming the wilds, learning the wonders of nature and the world around her in a way no schoolhouse could hope to teach her. Being the daughter of a witch, she was given the freedom to learn the way that came naturally to her, and the freedom to be herself, which included indulging the pull toward her fey heritage, and forming a mystic connection to the forests of the land.

Exploring deeper and deeper into the forest, she was found by the Rootwitch, the reclusive druid who would become her mentor, indoctrinating her into the Green Faith, and teaching her to harness the magic of the natural world.

Determined to see a stronger influence of the natural world around her, she takes on the challenge of the charter, seeking to both explore and spread the philosophy of the Green Faith through the Stolen Lands.

Description