Skeleton

Larkspring Irellion's page

127 posts. Alias of Human.


Full Name

Larkspring Irellion Lightfooted.

Race

Forest gnome.

Classes/Levels

Druid 4.

Gender

Male.

Size

Small.

Age

60 years, born Arodus 10th.

Special Abilities

Animal companion, druid spells, link, low-light vision, nature sense, pass without trace, resist nature's lure, share spells, spell-like abilities, wild empathy, woodland stride

Alignment

Neutral good.

Deity

Sarenrae (most commonly worshipped deity) or nature itself.

Location

Mwangi Expanse

Languages

Common, Druidic, Elven, Gnome, Sylvan, "woodland creature communication."

Occupation

Woodcutter.

Homepage URL

http://invisiblecastle.com/roller/view/1614958/

Strength 11
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 17
Charisma 13

About Larkspring Irellion

Abilities rolled here. Since he has 4 HD, Larkspring is entitled to an ability score adjustment, which he used to enhance his Wisdom.
Larkspring has 6,040 xp at 4th level.
He has two feats.
The maximum rank in one class skill is 7 for a 4th-level character. As a 4th-level druid, he has (4+Int modifier)(3+HD) skill points, or 35 skill points.
Larkspring Irellion Lightfooted
Forest Gnome Druid 4
Small Humanoid (Gnome)
Hit Dice: 4d8+8 (40 hp) (current 37 hp) (0 nonlethal damage)
Initiative: +2
Speed: 15 ft. (3 squares) or 20 ft. without +1 hide armor
Armor Class: 20 (+1 size, +2 Dex, +4 small +1 hide armor, +3 small +1 heavy wooden shield), touch 13, flat-footed 18
Base Attack/Grapple: +3/-1
Attack: Small masterwork scimitar +5 melee (1d4 slashing/18-20/x2) or small masterwork sling +7 ranged 50 ft. (1d3 bludgeoning/x2)
Full Attack: Small masterwork scimitar +5 melee (1d4 slashing/18-20/x2) or small masterwork sling +7 ranged 50 ft. (1d3 bludgeoning/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Druid spells, spell-like abilities
Special Qualities: Animal companion, forest gnome traits, link, low-light vision, nature sense, pass without trace, resist nature's lure, share spells, wild empathy, woodland stride
Saves: Fort +6, Ref +3, Will +7
Abilities: Str 11, Dex 14, Con 15, Int 13, Wis 17, Cha 13
Skills: Balance -3, Climb -5, Craft (alchemy) +3, Craft (weaving) +1, Handle Animal +8, Heal +5, Hide +16 (or +20 in a wooded area), Jump -12, Knowledge (nature) +10, Listen +12, Move Silently +1, Profession (woodcutting) +3, Spot +3, Survival +14
Feats: Self-Sufficient, Stealthy
Combat
Larkspring is proficient with clubs, daggers, darts, quarterstaffs, scimitars, sickles, shortspear, slings, and spears.
Animal Companion (Ex): Larkspring begins play with a male black bear named Fir that has a cinnamon-brown coat.
Fir, male black bear
Medium Animal
Hit Dice: 3d8+6 (30 hp) (current 30 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Link, low-light vision, scent, share spells
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +1, Climb +4, Jump +8, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
Environment: Temperate forests
Combat
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Note that Fir has the bonus trick "Attack."
Low-Light Vision: Creatures with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Skills:A black bear has a +4 racial bonus on Swim checks.

Druid Spells: A druid casts divine spells, which are drawn from the druid spell list. His alignment may restrict her from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare his spells in advance (see below). To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation (at sunrise for Larkspring).
Spell slots: 0-level (5) (DC 13): Cure minor wounds, flare (2 times, one already cast), know direction, virtue.
1st-level (3+1 for high Wisdom) (DC 14): Entangle (already cast), longstrider (already cast), shillelagh, speak with animals.
2nd-level (2+1 for high Wisdom) (DC 15): Animal trance, flame blade, owl's wisdom.
Forest Gnome Racial Traits:

  • Weapon Familiarity (gnome hooked hammer)
  • +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids.
  • +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • Favored Class: Bard.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels (CL 4, duration 4 hours).
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Share Spells (Ex): At the druid’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of his at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Spell-Like Abilities: A forest gnome with a Charisma score of at least 10 has the following spell-like abilities: 1/day—dancing lights (range 110 feet, duration 1 minute), ghost sound (range 25 feet, duration 1 round, Will DC 11 disbelieve), prestidigitation (range 10 feet, duration 1 hour). Caster level 1st; save DC 10 + gnome’s Cha modifier.
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. The druid rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result (1d20+5). 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 able to study each other, which means that they 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 he takes a -4 penalty on the check.
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 his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Possessions worth 5,680 gp total (5,400 gp is normal for a 4th-level character):
Spoiler:
  • Small +1 hide armor (worth 1,165 gp, weighs 12.5 lbs, worn)
  • small +1 heavy wooden shield (worth 1,157 gp, weighs 5 lbs, worn on left hand)
  • small masterwork scimitar (worth 315 gp, weighs 2 lbs, has sheath at belt)
  • small masterwork sling (worth 300 gp, at belt pouch, weighs nothing)
  • wand of cure light wounds (50 charges, worth 750 gp, CL 1, at belt, weighs nothing)
  • 19 small sling bullets (worth 19 cp, weigh 4.75 lbs)
  • small backpack (worth 2 gp, weighs 0.5 lbs, worn)
  • everburning torch (worth 110 gp, weighs 1 lbs, at belt)
  • holly and mistletoe (worth nothing, weighs nothing, in spell component pouch)
  • spell component pouch (worth 5 gp, weighs 2 lbs, at belt)
  • small bedroll (worth 1 sp, weighs 1.75 lbs, in backpack)
  • 4 small waterskins (worth 4 gp, weighs 7.5 lbs, in backpack)
  • 29 small day's trail rations (worth 15 gp, weighs 7.25 lbs, in backpack)
  • signal whistle (worth 8 sp, weighs nothing, in right-hand pocket)
  • 50 feet of silk rope (worth 10 gp, weighs 5 lbs, in backpack)
  • small empty sack (worth 1 sp, weighs nothing)
  • small cold weather outfit (worth N/A {8 gp}, weight N/A {1.75 lbs}, worn)
  • 131 pp, 238 gp, 8 sp (worth 1548.8 gp, weighs 7.54 lbs, in backpack)
  • Potion (helps to hide, worth 250 gp, weighs nothing, in backpack strap)
  • Waterproof cloak (worth 5 gp, weighs 0.2 lbs, worn under backpack, over armor)

53.99 lbs carried (medium load, so max Dex +3, -3 armor check penalty, 15-foot speed reduction, run x4).
Light load is less than or equal to 28.5 lbs, medium load is greater than 28.5 lbs and less than or equal to 57 lbs, heavy load is greater than 57 lbs and less than or equal to 86.25 lbs.
Backstory: I'm thinking of getting rid of this, doesn't really fit Larkspring's character:
Spoiler:
Larkspring was born in an isolated forest gnome village. His tribe rarely interacted with other humanoids, but now and then the occasional rock gnome merchant or wandering human would happen upon them and the gnome children would swarm the unfortunate. Eventually Larkspring grew too old for the games that his siblings played. He sat alone, contemplating his life and studying nature. Eventually, he grew tired of waiting around for something to happen. Larkspring bade goodbye to his parents, and left to figure out what to do. He traveled for a few years before meeting a human named Arsor (who was barely older than him, yet much wiser). Arsor taught Larkspring much more than he ever would have learned on his own. Larkspring discovered nature magic and learned the way of the druid. When he was still training, he accidentally made a fire spring up when inside a tavern, and barely escaped with his life. He could not find his master among the ruins, and assumes he has died. Brought to earth by his loss, Larkspring went back to his village and recuperated. He laughed again with his friends. Then a human adventurer came to his town, and his world was shattered again. The adventurer had come to find "one Larkspring Irellion". With nowhere else to run, Larkspring confronted the adventurer and asked him what he wanted. Instead of dragging him off in shackles, the adventurer asked for help in destroying a tribe of orcs nearby. Apparently Larkspring's master had mentioned his skill as a druid to an adventurer's guild. So he fell in with a band of adventurers. They killed the orcs, and then set out to deal with a shaman who wanted to raze the village and the forest. Unluckily, Larkspring's companions died and he was forced to flee for his life from the half-orc cleric's demon minions. Apparently the half-orc shared his worship of Pazuzu with several cults, and spread the word among them to hunt Larkspring down. Larkspring had to join another band of adventurers to protect him, so he randomly picked one of the names on a tavern listing of "Adventurers Wanted" and joined Sabriel's party. When their previous adventures came to an end, Larkspring went out to the forest and summoned his animal companion, a black bear named Fir. On his return journey, he was waylaid by cultists again, who vowed to find and kill him eventually. When he got back to the party, he was strangely (or so it seemed to the party) excited to go to Bloodcove, because it is so distant from civilization. His party does not know about his master or the friends that died, or the cultists out for blood. Larkspring keeps it hidden from them because he worries that they will turn him in for the arson or die as well, killed by the cultists.

Description: Green eyes, bark-brown skin, blond hair, short, well-trimmed beard (no mustache), tan-brown shirt and green, well-stitched pants, brown cap and shoddy-looking, travel-worn brown leather shoes. Hands leathery and often stained with dirt or green from plants. Capricious mood - sometimes joking and merry, sometimes dark-faced and silent, but always respectful and gracious. 2 feet, 3 inches tall; 37 lbs.
Spell verbal components (Descended from ancient Druidic, with bastardization and dropping of the words in, on. Most druids know them by heart like a childrens' rhyme, and little attention is paid to their ancient meanings outside of druidic training and scholarly circles.):
Cure light wounds: Thef innir (or minnir, in which case skip rela) rela ____ (insert name here) lin. (Literally, "Horn (as in unicorn) them/I whole (name here) again.")
Bear's endurance: Gors _____ (insert name here, me = minnir, someone else = innir) brock! (must be said loudly, shouted, or very deep). (Literally, "Toughen them/I bear!")
Bear's strength: Esk sina afel _____ (insert pronoun here, me = minnir, someone else = innir) garsh-graa! (Literally, "The bull grows them/I strong!")
Cat's grace: Keot sorze _____(insert pronoun here, me = minnir, someone else = innir) _____ (insert name here, or leave without) sencha. (Literally, "Become them/I graceful.")
Produce flame: Shien en! (Literally, "Come flame!")
Entangle: Seromem! (Literally, "Entangle!")
Longstrider: Senpenich innir. (Literally, "Hasten me.")
Flare: Pemnt! (Literally, "Flare!")