Jana Holdus

Iona Enid Glenns's page

60 posts. Alias of Ariarh Kane.


Full Name

Iona Enid Glenns

Race

Human

Classes/Levels

Druid Herbalist (of the Leaf Order) 2| HP 28/28; AC 16/18 with raised shield| F:+6 , R:+5, W+9| Perception +7| Speed: 25 ft|8/10 berries, 2/2 Focus Pts; Hero Pts: 0

Gender

F

Size

M

Age

19

Alignment

NG

Deity

Green Faith

Location

Otari

Languages

Common, Druidic, Sylvan, Draconic

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

About Iona Enid Glenns

Physical Description:

Age: 19
Height: 5'4"
Weight: 120 lbs (54 kgs)
Body type: Neat, Petite form - proportionate build - narrow shoulders and hips.
Eyes: Large, expressive, light violet-blue colour framed by long lashes.
Hair: Light brown, with natural golden highlights. Naturally wavy, shoulder-length.
Skin: Warm ivory coloured.
Mouth/Lips: Wide mouth with fuller bottom lip.

Image of Iona
Image of Leshy: Morra Morningstar

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Personality/Disposition/Demeanour:

Compassionate and loving. She possesses a gentle hand and demeanour (except to those who would wilfully destroy the land and all its dominion). She is loyal and steadfast, owning a sweet, pleasant personality (natural and not saccharin sweet) and speaking in a lilting voice. She has a ready laugh. She is respectful of the land, plants, animals and will protect them fiercely. She is a provider as she is adept at foraging and keeping people nourished without depleting the lands and their abundance. She is a healer who reveres the old ways.

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Backstory:

The Old Faith (Green Faith) flowed in the veins of the matriarchal line of her family for hundred of years. They were the keepers of sacred, natural lore and wardens of the wilderness. Now it was only she and her grandmam, Ula, who resided in Otari and carried on the tradition - members of the druidic order of the leaf (her grandmam was one of the longest serving elders) and practicing folk medicine (natural cures) in the village. Iona's mother, Sabrina, and twin sister, Keeva, both perished - Keeva only a few moments after birth and Sabrina when Iona was three years old. Ula had taken care of her since. Iona never knew her father and never cared to know. Her grandmam never spoke of him. There had to be a reason why.

Growing up, she used to sit and watch her grandmother respectfully forage Immenwood and plant/tend to her herb gardens. Ula would test her knowledge from time to time, and, if Iona couldn't answer would chide/remind her in the usual manner, "If you didn’t have to make the effort to remember things, then how could you say you truly knew them?" The teaching/saying stuck with her and so she threw herself into every lesson.

One day, in Immenwood (the safe parts of it), Iona had been foraging for fresh wild herbs she needed for a poultice when she came across a pretty, tiny fruit leshy. It wasn't a common one, nay, for it seemed to embody one of the many spirits of nature. They had thoughtfully studied each other and a connection/bond was forged between them. A name popped into her head - Morra Morningstar - and she named her that - the tiny fruit leshy happily approving. The two became inseparable and during her daily meditation among the gardens and wild lands of Otari, Morra sat perched upon her shoulder, and Iona began seeing the pure green strands of power of the natural world around her and began focusing and drawing upon the natural magic in the form of minor spells she could wield.

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Name: Iona Enid Glenns
Ancestry: Human Heritage: Skilled Heritage Background: Herbalist
Class: Druid (archetype: Herbalist) Druidic Order: Leaf Deity: Green Faith
Alignment: NG Size: Medium Traits: Human, Humanoid
Perception (T) +7 Senses:
Languages: Common, Druidic, Sylvan, Draconic Hero Points: 3/0
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AC (T) 16 (18 with raised shield), Fort(T) [+6], Ref(T) [+5], Will(E) [+9]
Resistances & Immunities: -
HP 28 (8Human+8+2CONx2)
Class DC (T) 17 (10 +3 Wis +4 Prof)
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Speed 25 ft
Melee Staff(T) +6 (+2STR+4 Prof), 1d4+2 B dmg (one-handed)/1d8+2 B dmg (two-handed)
Melee Unarmed (Fist, one-handed) (T) +6 (+2STR+4 Prof), 1d4+2 B dmg
Melee Dagger(T) +6 (+2STR+4 Prof), 1d4+2 P dmg
Ranged Sling (T) +5 (+1DEX+4 Prof), 1d6+1 B dmg, Range 50 ft, Propulsive
Ranged Dagger (T) +5 (+1DEX+4 Prof), 1d4+2 dmg, Thrown 10 ft
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Str14(+2) Dex12(+1) Con14(+2) Int12(+1) Wis16(+3) Cha 12(+1)

Skills
Athletics (T) +6 (2STR+4Prof)
Diplomacy (T) +5 (1CHA+4Prof) (Wild Empathy: You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.)
Lore (Herbalism) (T) +5 (1INT+4Prof)
Nature (E) +9/*+11/**+13 (3WIS+6Prof, *+2 circumstance bonus to your check to Treat Wounds using Nature. If you spend a batch of herbs in wilderness, you gain a **+4 circumstance bonus instead. )
Religion (T) +7 (3WIS+4Prof)
Society (T) +5 (1INT+4Prof)
Stealth (T) +5 (1DEX+4Prof)
Survival (T) +7 (3WIS+4Prof)

Untrained Skills:

Acrobatics +1(DEX)
Arcana +1(INT)
Crafting +1(INT)
Deception +3(CHA)
Intimidation +3(CHA)
Medicine +3(WIS)
Occultism +1(INT)
Performance +1(CHA)
Thievery +1(DEX)

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Ancestry Feats & Abilities
1st: Natural Skill

Druid Feat: Herbalist Dedication

Skill Feats: Fresh Ingredients

(Background) Natural Medicine

General Feats: -

Class Feats & Abilities:
Shield Block
Leshy Familiar
Anathema: The following acts are anathema to all druids: Using metal armor or shields. Despoiling natural places. Teaching the Druidic language to non-druids. Plus from Leaf Order: Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)
Druidic Language: You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.
Druidic Order: Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell, and an additional trained skill tied to your order. (Chosen: Leaf Order) Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. (Current Focus Points: 1 plus 1 from Leaf Order=2)
Wild Empathy: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Druid Feats: At 2nd level and every even-numbered level, you gain a druid class feat.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Bonus Feats: -
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Magic Tradition : Primal, Prepared

Focus Spells:
Focus Points: 2/2
Goodberry (2 actions: somatic, verbal) (order spell from Leaf Druidic Order)

Cantrips (5+1=6 spells, cast at will):
Disrupt Undead (2 actions: somatic, verbal)
Gouging Claw (2 actions: somatic, verbal)
Guidance (1 action: verbal)
Ray of Frost (extra cantrip from Familiar/Master Abilities) (2 actions: somatic, verbal)
Spout (1 action: somatic)
Tanglefoot (2 actions: somatic, verbal)

1st Level (3 spells/day):
Heal (1-3 actions)
Magic Stone (2 actions: somatic, verbal)
Shillelagh (2 actions: somatic, verbal)

Spell Attack Roll (T) 1d20+7 (3WIS+4Proficiency)
Spell DC (T) 17 (10+3WIS+4Proficiency)

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Items - Starting Wealth: 15 gp
Leather Armour (2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —, Strength 10; Bulk 1; Group Leather; Traits —)
Wooden Shield (1 gp, +2 AC when raised, no speed penalty, Hardness 3, HP (BT) 12(6), Bulk: 1)
Dagger (Cost: 2 sp, Bulk: L)
Staff (Cost: 0, Bulk: 1)
Sling (Cost: 0 Bulk: L)
Holly & Mistletoe (Cost: 0, Bulk: 0)
• 2x Feather Tokens (Holly Bush, activated only once per token) (12 gp, Bulk: 0) (When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action. If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days.)
Explorer's Outfit (1 sp, Bulk: L)
Adventurer's Pack (1 gp, 5 sp, Bulk: 1)
Healer's Tools (5 gp, Bulk: 1)
Belt Pouch (for collected/picked berries (10 8) and herbs, leaves and small leather pouch of fresh dirt) (4cp, Bulk: L)
Belt Pouch (for small smooth river stones for sling (10) (4cp, Bulk: L)
• 1 Healing Potion (CLW, Minor, restores 1d8 hp) gifted to her by Ness. (Free, Usage held in 1 hand; Bulk: L) (Used on Julril after fight with kobold dragonkeeper)
• 20 gold pieces, gifted by Ness (proceeds from share of loot sold)
• 1 Wand of Heal (from kobold loot, Bulk: L)

Identifying Wand:
1st-Level Spell, Magical, Wand, Item Level 3; Price 60 gp, Usage held in 1 hand. This foot-long baton and contains a single 1st-level spell. You can spend the required number of actions for the spell to cast it without using a spell slot. If the spell lets you choose how many actions to spend, like heal or magic missile, you choose the number of actions when casting it, as normal. Casting the spell from a wand once each day is safe. If you cast the spell from a wand a second time in the same day, you have to roll a DC 10 flat check. On a failure, the wand is destroyed! On a success, the wand is broken, but it can be repaired (using the Craft skill to Repair it, with a DC of 18). If you fail to Repair it, the wand is destroyed. If anyone tries casting a spell from a wand for a third time in the same day, the spell isn’t cast and the wand is automatically destroyed.

Total Cost: 21 gp, 3 sp & 8 cp out of 35 (15 starting+20 loot share) gp (carrying a total of 5 Bulk. 5+2STR=7 Bulk. Not exceeded, so not considered encumbered.) (Note: remaining coin 13 gp, 7sp & 2 cp.)

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Familiar: Familiars are mystically bonded creatures tied to your magic. A familiar has the same level you do. Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

Fruit Leshy: Tiny plant formed from a minor nature spirit. A Fruit Leshy's body is made mostly from natural foliage - grape vines with magically infused fruit/berries to heal allies.
Name: Morra Morningstar
Size: Tiny
Trait: Minion
Senses: Lowlight vision, can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability. (Note: When it gains the Speech ability: The leshy can speak and understand Sylvan.)
Food: They can gain sustenance from the sun or from decayed organic matter/rotting matter - eg, humus (though leshies have discovered a way to create bottled nutrients for themselves if they find themselves needing such a precaution). (Note: Hopefully can have enough coin to buy Bottled Sunlight for times they're underground - away from sunlight for long periods.)
Movement: 25 ft
Alignment: N
HP: 10 (5x2)
AC (T) 18 (16 from Nyswyn +2 to AC for tiny) Fort(T) [+6], Ref(T) [+5], Will(E) [+9]
Skills: Perception +5 (Nyswyn's level+3WIS mod), Acrobatics +5 (Nyswyn's level+3WIS mod), Stealth +13 (Nyswyn's level+3WIS mod+8 for Tiny size)
2 abilities: Speech (Sylvan), Cantrip Connection (add Ray of Frost)

Info on Fruit Leshy Nature Spirit:

At dawn, Morra grows two ripened fruits/berries to be used for sustenance or healing. If not consumed by midnight, the fruit rots and drops off. When using the focus spell Goodberry, in the 10 minute refocusing period, Morra can grow one ripe fruit/berry. If refocused twice, then Morra gains two ripe berries.


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Personal Character Notes - for my eyes only:

- Main focus on the following skills: Nature, Lore (Herbalism) and Survival.
- Nature Medicine leads to Herbalist Dedication (feat belongs to the archetype)

Herbalist at 2nd and Wildshape at 4th.

Actions in combat:

◆= 1 Action
◆◆= 2 Action Activity
◆◆◆= 3 Action Activity
◇= Free Action
↺= Reaction

Proficiencies:
Proficiency is a system that measures a character’s aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that’s added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells.
Untrained=+0
Trained=+2
Expert=+4
Master=+6
Legendary=+8