Lysithia Pasiphae
Female Half-elf Druid (Mooncaller) 3
N medium humanoid (human/elf)
Init +2; Senses: Low light vision, Darkvision 30ft Perception +9
HT:5’11 WT:160 lbs Hair:Black Eyes:Amber
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DEFENSES
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Rosewood armor AC bonus +2 ACP: 0 Max dex +6 (armor spikes/ water everyday)
AC 14 , touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 26 (3d8+3) Current:26
Fort +5 ; Ref +3; Will +6
Defensive Abilities
+2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
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OFFENSE
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Speed 30 ft.
Melee Staff +2 1d6 (1d10+1 enlarged) x2
Melee Staff: Shillelagh +3 2d6+1 x2
Melee Dagger +2 1d4 x2
Ranged Sling +4 (+5 within 30ft) 1d4 x2 50ft 20 sling bullets
Ranged Sling (Magic stone) +5 (+6 within 30ft) 1d6+1 50ft
Ranged spell +4(+5 within 30ft) Varies
Special Attacks – deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons.
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STATISTICS
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Str 10 (0), Dex 14 (+2), Con 13 (+1), Int 10 (0), Wis 16 (+3), Cha 12 (+1)
Base Atk +2, CMB +2 , CMD 14 Feats
Skill focus (Knowledge Nature ), Attuned to the wild : Forest (heal double normal rate when in a forest), Point Blank Shot
Traits Survivalist You gain a +1 trait bonus on Fortitude saves..
Devotee of the Green 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 Modifiers: 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.
• Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-elves can take this trait in place of elven immunities.
• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
• Fey Magic (2 RP): 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. This trait replaces keen senses. Source: PZO9456
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
OTHER RACIAL TRAITS
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Fey Thoughts: Acrobatics and Diplomacy become class skills
Spell like abilities when in a forest (1x/day each)
0-level Resistance, Mending, Virtue
1st level Cure Light Wounds
Druid spells:
0-level: 4
Light, Purify Food and Drink, Create Water, Know Direction
1st level :2+1 bonus
Entangle, Shillelagh, Magic stone
2nd level :1+1 bonus
Burst of Radiance, Tar ball
Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Combat Gear Sling, Staff, Rosewood armor
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.,hairbrush, asst clothing/undergarments/sleepwear.
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: 13gp, 8sp 20cp Gold Stored:
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BONUS FEATS AND SPECIAL ABILITIES
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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.
Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Orisons Wild Empathy: (+4)
Nature Bond Plant Domain (Growth Subdomain)
Enlarge (Su): 6/day. As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (no change to melee attack/ -1 ranged/ +1 damage/-1AC)
Night Sight (Ex)
At 2nd level, a mooncaller gains low-light vision. If she already has low-light vision, she gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision is increased by 30 feet.
This ability replaces woodland stride.
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.
Background
Raised in Goddefgarwch for much of her younger life, the daughter of an elven refugee and a member of the Dragon’s ring, Lysithia’s childhood was a mix of acceptance and conflict. While her home was far more accepting of her human blood than those dwelling in Cyfrinach would have been, she was still aware of the occasional stare, the tendency to be the odd one out in some of the games played by the elven children. And while she was welcomed when she spent time with her mother in the groves of the Dragon’s Ring commune, she couldn’t help but feel that certain secrets were closed to her.
Despite this, she lived a relatively happy existence, going to live amongst the druids primarily when she became of age, becoming indoctrinated into the Green Faith, embracing the natural world. It was at this point that she truly felt at home. Something within her, a burgeoning font of life energy, reveled in nature around her, the sun on her skin, the dirt beneath her feet, the trees all around her, resonated deep within her soul.
Over the next few years, she learned the ways of the land, expanding her bond with nature and nurturing the pure, natural, life energy flowing through her. As a child of both Goddefgarwch and The Ring, she was deemed the perfect emissary to pay the respects of both at the funeral of Governor Lewell, the man who had welcomed them, giving many a home in the valley that he had raised to independence.
Tall, lithe and healthy, Lisithia is a perfect blend of her parents' features. Her rich, dark skin seems kissed with the healthy glow of the sun, despite years under the canopy of the deep forest, wild mane of black locks falling around her shoulders, framing a warm, open face. Amber eyes reflect a wisdom that belies her youth, adding to a calm overall presence.