Amiri

Kaede of Sarkoris's page

144 posts. Alias of Rennaivx.


Full Name

Kaede of Sarkoris

Race

Human HP 38/38 | AC 17 | FF 16 | T 11 | Per +12 | F: 6 | R: 2 | W: 8 | Init +1

Skills:
Acro +2 | Climb +7 | HA +6 | Heal +10 | Know (nat) +4 | Know (planes} +4 | Prof (herb) +11 | Ride +6 | SM +6 | Spell +7 | Surv +11 | Swim +7

Classes/Levels

Menhir savant druid 1

Gender

Female

Size

Medium

Age

27

Alignment

N

Deity

Kellid animism

Languages

Common, Hallit, Druidic, Abyssal

Strength 14
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 16
Charisma 8

About Kaede of Sarkoris

Background:

The land of Sarkoris speaks to me. As long as I can recall, I've felt its lifeblood beat, heard the hum of the wardstones, felt the taint of the Abyss as a fire beneath my skin. The crusaders have shut it in - to them merely a regrettable sacrifice necessary to contain the demonic taint. But my clan has dwelled in Sarkoris from time immemorial. We do not forget, and we will not leave it for dead. I know not how, I know not when, but someday it will be retaken from the hordes.

My mother's grandmother was born as Sarkoris crumbled away, by chance at a convergence of the spirits' flow, while the armies of the Abyss pursued at their heels. From her birth she was as I, able to sense the land's pulse, privy to the wisdom of its spirits. The spark of insight has traveled through our line, mother to daughter, ever since. My clan fled the wound in the world, to Mendev behind the crusaders' lines, but we would not abandon our ancestral home entirely.

We stayed in Mendev, offering aid to the crusaders, but for a time they would not deign to learn from those so lowly. Barbaric, they called us, and backward, and they sought to bring their Inheritor's light into our dark lives, or so they thought them. But they failed to understand. The crusaders' gods, the mages' arcana, the rogues' luck - they all spring from the same source, from the spirits that flow through the world and all life on it. They tried to light a candle for us, and could not see the sunlight all around them.

The first battles raised their hopes, and they claimed their walls of stone could hold back the tide. But these fights were nothing but a taste of the Abyss's power. When the hordes resurged and overran their proud citadel at Drezen, they realized their power was not enough. And then, humbled, they sought the aid of those they had once deemed low, unknowing. My grandmother taught them the secrets of the spirits' flow, and with her aid they built the wardstones, standing stones that tap into the land's power to hold back the demon tides.

Ever since, one of my family has stayed in Mendev, inheritors of duty to the Inheritor. The others of my clan have gone, to re-settle Gundrun in the southwest of Sarkoris that was. But my twin sister Anni and I remain, the bearers of the spirits' secrets. She, the elder, stays with the Crusader Queen, a voice of reason and wisdom to rulers blinded by supposed knowledge and advancement. My task is to travel the line of wardstones, testing their power, ensuring that their perimeter holds. I know I will face my fair share of confrontations with the demon horde, but it matters not - the stones must stand.

My heart longs to be with those of my tribe, dwelling on the land that dwells in me. I envy the settlers the chance to enjoy our home, and no Kellid should ever be forced to live so far from the clan that gave them life and home. But if we are ever to retake Sarkoris, keeping the Abyssal taint isolated is the first step. Anni's place is in Nerosyan, and mine is ever traveling from wardstone to wardstone; duty demands thus.

Appearance and Personality:

Kaede stands 5'11" tall and weighs 190 pounds. She has dark brown hair, green eyes, and deeply tanned skin. She favors supple leather tunics and leggings for clothing, and wears heavy hide armor when the need to defend herself arises. Her hair is kept cropped close, so as to be less of a hindrance, and her face is usually painted with flowing linework. Around her waist hang several curious fetishes of twine and bone, as well as quartz crystals of various colors hanging from leather thongs.

Stubbornness is her primary trait, inherited from thousands of years of Kellid history and an entire lifetime of education in the school of hard knocks. She is single-mindedly dedicated to her work of maintaining the Crusade's wardstones, and doesn't always quite understand the concept of downtime well. After all, play and leisure are uncommon concepts when you're eking out a subsistence existence as a wanderer, and rarer still when born with the heavy purpose she inherited.

With her distance from her clan, the strange culture she's surrounded by, and her slightly standoffish attitude, Kaede is a fairly lonely person. The crusaders she works with evoke a fair amount of resentment from her; while rarely truly cruel, the foreigners have been dismissive and patronizing of her family and her culture throughout their clan's long memory. She doesn't react well to proselytizing from the foreigners, as she believes strongly that their gods are only another manifestation of the world spirit that she is linked to. Why would she venerate the imitation when her soul is linked to the true?

Associations:

Her closest confidante is Anni, her twin sister living in Nerosyan as an advisor to Crusader Queen Galfrey. Whenever her travels bring her to Nerosyan, she collects Anni from court for a time, and the pair rides out of the crush of the city to the wide open spaces that feel more like home. Uncommonly for her people, Kaede and Anni are able to read and write (albeit only in Common, as no written form of the Hallit language exists), and she and Anni correspond regularly by animal messengers.

The rest of her family, the Makans of the Clefthorn clan, live in Gundrun, a Kellid settlement ruined by the Worldwound incursion, and the Makans' ancestral home. Her mother Vara is gifted as she is, and worked with the crusaders for much of her life as Anni and Kaede now do. She now acts as one of the primary spiritual leaders in Gundrun, working to cleanse the abyssal taint from the city and giving aid as needed to the herders working with their animals.

Being behind the Mendev crusaders' defensive line, Gundrun is no longer on any of the trade routes in the region, so Kaede's father Olan and brother Rand make the journey between Gundrun and Nerosyan twice a year, trading for the necessities the clan can't get through foraging and hunting. Their primary trade good is the horses from the herd they raise; Gundrun's horses are uncommonly strong and fierce, and fetch high prices. (Some whisper that it's due to the abyssal influence on the land they graze, but the crusaders aren't going to look gift horses in the mouth, and traders know to keep the source of the steeds hushed.)

Role in the party:

Kaede will bring the usual healing-type abilities to the party - hit point recovery, status removal, etc. - as well as some buff spells and a decent amount of melee ability, especially once Wild Shape comes into play. With summoning, she will also be able to fill other niches as appropriate.

In terms of personality, Kaede will bring a healthy amount of curmudgeonly grumpiness to the party. :) As a "heathen" priestess, the crusaders have done a fair bit of trampling roughshod over her culture and her beliefs, even as they seek out the advice her and her sister can bring, so she's more than a bit misanthropic, especially to southerners. But she's steadfastly loyal to duty and the fight against the demons, which means she'll work with anyone - she just doesn't have to like it. ;) (Her attitude won't be so bad as to be disruptive, merely a roleplaying hook. It's more interesting when everyone in a group doesn't necessarily see eye-to-eye on everything.)

Basics:

Name Kaede of Sarkoris

Basics Female Kellid human menhir savant druid 1

Alignment, Size, Type N Medium humanoid (human)

Speed 30 feet

Senses:

Initiative +1 (+1 DEX)

Perception +3 (+3 WIS)

Special senses: None

Defenses:

AC 14 (touch 11, flat-footed 13)

(+1 dex, +3 armor, +0 shield, +0 size)

HP 9 (1d8+1)

Fortitude +3 (+2 class, +1 CON)

Reflex +1 (+0 class, +1 DEX)

Will +5 (+2 class, +3 WIS)

Offenses:

Melee attacks

Longspear +2 (1d8+3/x2)

Ranged attacks

Sling +1 (1d6+2/x3)

Statistics:

Strength: 14

STR +2

Dexterity: 12

DEX +1

Constitution: 13

CON +2

Intelligence: 12

INT +1

Wisdom: 16 (human stat increase)

WIS +4

Charisma: 8

CHA -1

Base Attack Bonus: +0

Combat Maneuver Bonus: +2 (0 BAB, +2 STR)

Combat Maneuver Defense 13 (0 BAB, +2 STR, +1 DEX)

Traits:

Armor Expert: armor check penalties reduced by 1 to a minimum of 0
Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams. (Domain: Plant. Spell: Entangle.)
Scholar of the Great Beyond: +1 to Knowledge (planes) + class skill
Condescending (drawback): -5 to Diplomacy and Intimidate checks to adjust attitude

Feats:

Spell Focus (conjuration): +2 to DCs of conjuration spells cast
Augment Summoning: creatures summoned gain +4 STR/CON

Skills:

(7+2/level; 4 class, 1 INT, 1 race, 2 background, 1 FCB)

Handle Animal +3 (1 background rank, +3 class skill, -1 CHA)
Heal +7 (1 rank, +3 class skill, +3 WIS)
Knowledge (history) +2 (1 background rank, +1 INT)
Knowledge (nature) +7 (1 rank, +3 class skill, +1 INT, +2 class)
Knowledge (planes) +6 (1 rank, +3 class skill, +1 INT, +1 trait)
Perception +7 (1 rank, +3 class skill, +3 WIS)
Ride +5 (1 rank, +3 class skill, +1 DEX)
Spellcraft +5 (1 rank, +3 class skill, +1 INT)
Survival +9 (1 rank, +3 class skill, +3 WIS, +2 class)

Armor check penalty: -0

* denotes ACP-affected skill

Languages:

Common, Hallit, Druidic, Abyssal

Racial Characteristics:

Skilled: +1 skill rank per level
Bonus Feat: bonus feat at first level

Special Abilities:

Proficiencies: druid weapons, all armor (must not wear armor made of metal)
Spontaneous Casting: can spontaneously change prepared spell to any summon nature's ally same level or lower
Nature Bond: Plains domain
Migrating Herd (Plains domain ability): summons of herbivorous quadrupeds extended by 100%
Spirit Sense: can detect presence of undead, fey, outsiders, astral/ethereal/incorporeal creatures as per detect undead (all kinds detected at once)

Spells:

Spells Prepared

0th (DC13)
Spark
Detect Magic
Light

1st (DC14)
Faerie Fire
Cure Light Wounds
Mount (domain spell)

Gear/Possessions:

Light load maximum: 58 lb

Medium load maximum: 116 lb

Heavy load maximum: 175 lb

Lift off ground maximum: 350 lb

Drag maximum: 875 lb

Current weight carried: 0 lb

Money: 31 GP 0 SP 0 CP

Always carried:
Longspear (5 GP) (9 lb)
Hide shirt (20 GP) (18 lb)
Spell component pouch (part of druid kit)
Holly, mistletoe (part of druid kit)

Luggage:
Druid's kit (animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin) (14 GP) (44 lb)