Creeping Death

Iolar Eitilt's page

258 posts. Alias of therealthom.


Full Name

Iolar Eitilt

Race

Init +5 \\ HP 54/61 \\ AC 19,14,16 \\ F 6, R 5, W 10 \\ Percept 11

Gender

Female Elf

About Iolar Eitilt

Iolar Eitilt

Druid (Eagle Shaman) 8th

Gender: Female
Race: Elf
Domains: Weather
Deity: Gozreh (and Nethys)
Alignment: neutral
Statistics
max hp 61 (8 +5*(level-1) + 0 Con, 8 favored class, 10 toughness)
speed: 30 feet, 20 in armor
Initiative +5 (dex,trait)
AC 19, 14, 16 Full, Touch, Flatfooted ( [Armor: +1 Shadow Hide Armour, +5 AC, max +4 dex, -2ACP]; +3 dex; +1 ring of protection)

Abilities: S 14, D 16, Co 10, I 10, W 18, Ch10

stats calcs:
+5+5+2-2+10+0 (+2 racial to int & dex -2 racial to Con) +2 Wis_4&8thlevel

Current Stats:
Str:14
Dex:16
Con:10
Int:10
Wis:20 (+2Headband)
Cha:10

Saves
fort+6, ref+5, will+10 (F +6 class , R +2 class +3 dex, W +6 class +4 wis)

Description:Wicked thin, even for an elf, Iolar's frame belies her inner strength and physical resilience. She wears her hair drawn tightly back from face so that it will not impede her vision. Her high collared hide shirt sometimes produces the impression of a reclusive hermit priestess. Her pack, sickle and staff could indicate a simple itinerant farm worker. But there is a vacancy in her stare, a dearth of warmth, that belies either impression.

Melee Weapons: BAB +6/+1, CMB +8, CMD 21 (all weapons add multiplier to damage on a critical hit)
MW Oaken Staff +9/+4 1d6+2 x2
MW Sickle +9/+4 1d6+2 x2, trip
MW Dagger +9/+4 1d4+2 19-20 x2

Ranged Weapons:
MW Dagger +10/+5 1d4+2 19-20 x2 10'
MW (+2 Str) Shortbow +10/+5 (1d6+2, x3, 60 ft, 2 lbs, P) Arrows x20 (2 lbs)

Spells per day
4 Orisons, First 4+2W +1 domain, Second 3+1W +1 domain, Third 3+1W +1 domain, Fourth 2 +1 domain +1 W (+1 W when I get 5th)
Conjuration spells, +1 to save DC
Totemic Summons (+7 hp, summoning eagles is a standard action, may summon giant eagle as 4th level spell)
Augment Summoning (+4 Str and Con)

Spells prepared: 4 orisons, 6 first+dom, 4second +dom, 4 third+dom, 3 fourth+dom (Can spontaneously convert spells to Summon Nature's Ally)
Orisons: Detect Magic, Detect Poison, Light, Purify Food and Drink
1st level: Obscuring Mist(domain), Cure light wounds, Entangle, Entangle (cast), Shillelagh (cast), Faerie Fire, Speak with Animals
2nd Level: Domain - Fog Cloud(domain), Bull's Strength (cast), Cat's Grace (cast), Lesser Restoration, Barkskin(cast)
3rd Level: Domain - Call Lightning(domain), Neutralize Poison, Spike Growth(cast), Wind Wall, Remove Disease (cast)
4th Level: Domain - Sleet Storm(domain), Freedom of Movement(cast), Airwalk (Cast), Scrying(cast)

Building a better spell selection:

Orisons: Detect Magic, Detect Poison, Light, Purify Food and Drink
1st level: Obscuring Mist(domain), Cure light wounds, Entangle, Entangle (cast), Shillelagh (cast), Faerie Fire, Speak with Animals
2nd Level: Domain - Fog Cloud(domain), Bull's Strength (cast), Cat's Grace (cast), Lesser Restoration, Barkskin(cast)
3rd Level: Domain - Call Lightning(domain), Neutralize Poison, Spike Growth(cast), Wind Wall(cast), Remove Disease (cast)
4th Level: Domain - Sleet Storm(domain), Freedom of Movement, Airwalk (Cast), Scrying(cast)

Wildshape: 1 of 3 remaining.

Totem Transformation 6 of 8 minutes remaining.

Storm Burst 5 of 7 remaining. (Sp) standard action, storm burst targeting any foe within 30 feet as a ranged touch attack. 1d6+3 points of nonlethal damage, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.

Lightning Lord Lightning Bolts: 0 of 8 remaining. (3d6 Reflex DC 17 half)

Languages: Common and Elven and Druidic

Skills: 28 (4 per level +0/level intelligence)
Acrobatics 0 +3 D - 2 Armor +3 trait
Fly ......... 9 = 5 +3 D -2 Armor +3 class
Handle Animal 6 = 3 +0 Ch +3 class
Know (Arcana) 1 = 1 +0 I
Know(geography) 4 = 1 +0 I +3 class
Know (nature) 9 = 4 +0 I +3 class +2 druid nature sense
Perception... 11 = 6 +3 W +3 class +2 racial
Spellcraft .. 7 = 4 +0 I +3 class( +2 racial to ID magic items)
Stealth ..... 6 = 2 +3 D -2 Armor +5 Armor
Survival..... 9 = 1 +3 W +3 class +2 druid nature sense
Swim ........ 4 = 1 +2 S -2 Armor +3 class

Untrained:
Acrobatics 0 +3 D - 2 Armor
Appraise 0 +0 I
Bluff 0 +0 ch
Climb 0 +2 S - 2 Armor
Craft 0 +0 I
Diplomacy 0 +0 ch
Disguise 0 +0 ch
Escape Artist 0 +3 D - 2 Armor
Forgery 0 +0 I
Heal 0 +3 w
Intimidate 0 +0 Ch
Perception -- skilled
Ride 0 +3 D
Sense Motive 0+3 w
Stealth +3 D - 2 Armor
Survival -- skilled
Swim -- skilled

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Wild Shape Rules:

Works like Beast shape except :

Wild Shape (Su): 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 with which the druid is familiar.

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.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

{Shaman modification} At 6th level, an eagle shaman's wild shape ability functions at her druid level – 2. If she takes on the form of an eagle or roc, she instead uses her druid level + 2.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

Beast Shape I-II (non-eagle forms)
... you can assume the form of any {Tiny, Small, Medium, or Large} creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

  • Small animal: +2 size bonus to your Dexterity and a +1 natural armor bonus.
  • Medium animal: +2 size bonus to your Strength and a +2 natural armor bonus.
  • Tiny animal: +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
  • Large animal: +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

Beast Shape III (eagle, giant eagle, roc forms)
.. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

  • Diminutive animal: +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
  • Huge animal: +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
  • Small magical beast: +4 size bonus to your Dexterity, and a +2 natural armor bonus.
  • Medium magical beast: +4 size bonus to your Strength, and a +4 natural armor bonus.

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Typical Summons:

Eagle Small animal

Init +2; Senses low-light vision; Perception +10

Defense: AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 14 (1d8+1 +2 +7)

Fort +3 +2 , Ref +4, Will +2

Offense: Speed 10 ft., fly 80 ft. (average)

Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)

Statistics

Str 10 +4 , Dex 15, Con 12 +4, Int 2, Wis 15, Cha 7

Base Atk +0; CMB +1; CMD 13
Feats: Weapon Finesse

Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.

Advanced Giant Eagle -- Medium animal:

Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex.

Init +4; Senses low-light vision; Perception +12

Defense: AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural, +0 size) hp 20 (1d8+1 +4 +7 +4)

Fort +8, Ref +8, Will +6

Offense: Speed 10 ft., fly 80 ft. (average)

Melee 2 talons +5 (1d4+6), bite +5 (1d4+6)

Statistics

Str 10 +4+2+4 , Dex 15 +4, Con 12 +4+4, Int 2, Wis 15+4, Cha 7+4

Base Atk +0; CMB +5; CMD 21
Feats: Weapon Finesse

Skills Fly +10, Perception +12; Racial Modifiers +8 Perception

Giant Eagle, Large magical beast

Init +3; Senses low-light vision; Perception +15

Defense: AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)hp 41 (4d10+4 +8 +7)

Fort +5+2, Ref +7, Will +3 Defensive Abilities evasion

Offense: Speed 10 ft., fly 80 ft. (average)

Melee 2 claws +9 (1d8+6), bite +9 (1d6+6)

Space 10 ft.; Reach 5 ft.

Statistics

Str 18+4, Dex 17, Con 12+4, Int 10, Wis 15, Cha 11

Base Atk +4; CMB +11; CMD 24

Feats Alertness, Flyby Attack

Skills Fly +8, Perception +15, Sense Motive +4; Racial Modifiers +4 Perception

Languages Auran (cannot speak)

A typical giant eagle stands about 15 feet tall, has a wingspan of up to 30 feet, and resembles its smaller cousins in nearly every way except size. It weighs 500 pounds.

Giant eagles are far more than animals—they possess a supernatural intellect and view themselves as guardians and protectors of their mountain territories. They form lasting friendships with those who respect them and their mountaintop domains.

Dire Boar (Daeodon) (Summon Nature Ally 4)
N Large animal

Init +4; Senses low-light vision, scent; Perception +12

Defense

AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)

hp 50 (5d8+20) +8 (AS)

Fort +7 +2 (AS), Ref +4, Will +2

Defensive Abilities ferocity

Offense

Speed 40 ft.

Melee gore +10 (2d6+11) (

Statistics

Str 27, Dex 10, Con 21, Int 2, Wis 13, Cha 8

Base Atk +3; CMB +12; CMD 22

Feats Improved Initiative, Skill Focus (Perception), Toughness

Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Environment temperate or tropical forests

A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.

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Weather Domain:

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

Traits and Feats:

Killer: You made your first kill .... You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Feats:
1st: Toughness
3rd: Spell Focus (Conjuration)
5th: Augment Summoning
7th: Natural Spell

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

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

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Class Features:

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. ... granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. Modified by Eagle Shaman. Weather domain selected.

The second option is to form a close bond with an animal companion. ... (Not Chosen)

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

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.

Nature Bond: An eagle shaman who chooses an animal companion must select a bird (eagle). If choosing a domain, the eagle shaman must choose from the Air, Animal, Nobility, and Weather domains.

Wild Empathy (Ex): An eagle shaman can use wild empathy with birds as a full-round action with a +4 bonus.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): 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 utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Totem Transformation (Su): At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid must be 5th level to select this bonus), senses (low-light vision, +4 racial bonus to Perception), or natural weapons (bite [1d4], 2 talons [1d4] for a Medium shaman). While using totem transformation, the eagle shaman may speak normally and can cast speak with animals (birds only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ... shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Totemic Summons (Su): At 5th level, an eagle shaman may cast summon nature's ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th-level list), and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability. She can apply the young template to any [eagle or roc] to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, an eagle shaman's wild shape ability functions at her druid level – 2. If she takes on the form of an eagle or roc, she instead uses her druid level + 2.

Bonus Feat: At 9th level and every 4 levels thereafter, an eagle shaman gains one of the following bonus feats: Flyby Attack, Improved Lightning Reflexes, Lightning Reflexes, Skill Focus (Perception), or Wind Stance. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

Gear:

Beltpouch
1 potion cure serious wounds
1 potion spiderclimb
Elemental Gem (Air) (Used)
Feather Token (WHIP)
Wand of CLW (19 charges)
Silversheen
Antitoxin
Tindertwig 5x

Spell component pouch 2 lbs.

1 gp 7 sp

Handy Haversack

Tanglefoot bag 2x
Alchemist's Fire

Camping Gear
Blanket
Bedroll
Canvas 9'sq
fishhooks(5)
Flint and Steel
Bucket
Oil (2 pints)
Mug, clay
Pot, iron
Rations, trail x10
Whistle
Needles 2x
Soap
Spade
Whetstone
Waterskin

Personality, Notes, Background:
Iolar is an eagle shaman and has the warm personality generally associated with her raptor totem. She's a remorseless killer, but kills as an animal would -- in defense or need. No nature-loving treehugger of a druid, she sees that everything dies to feed the next cycle of life; a nature red in tooth and claw druid.

Iolar is also an unabashed elf-supremacist. She believes elves are the pinnacle of humanoid life-forms, three steps above all the rest. For her the only flaw in elven society is the government. She feels government detracts from the 'natural' elven spirit.

Iolar is pretty self-motivated about defending the Mierani Forest from the drow threat. Rumors of the conflict have spurred the thought that the monarchy is botching a threat to 'elven-ness'. The dearth of hard information only reinforces this belief. She thinks the government is trying to cover their incompetence.

Determined to find out the truth for herself and deal with this mysterious threat, Iolar has journeyed to the Mierani. Kwava is just the latest in a long line of elves stretching back to the Fierani Forest who have helped her on her way.