Lonicera

Leyli Wildspeaker's page

187 posts. Alias of Lecky.


Classes/Levels

Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

Gender

Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3

About Leyli Wildspeaker

Leyli Wildspeaker
Female Human Druid 2
Neutral Medium Humanoid (Human)
Init +2; Senses Perception +10

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Defense
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AC 14, Touch 12, Flat-footed 12 (+2 Armor, +2 Dex)
HP 24 (+3 Con, +3 Favored Class)
Fort +4, Ref +4, Will +7; +2 vs mind-affecting effects
Special Defense

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Offense
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Speed 30 ft
Melee Quarterstaff +2 (1d6/1d6) 20/x2 (-3/-7 If used as a double weapon)
Scimitar +2 (1d6) 18-20/x2
Ranged Shortspear +3 (1d6) 20/x2 20ft
Special Attacks Storm Burst 7x/day

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Stats
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Str 10
Dex 14
Con 12
Int 10
Wis 19 (+2 Racial)
Cha 10
Base Attack +2, CMB +2, CMD 14
Feats Spell Focus (Conjuration) ; Augment Summoning; Natural Spell
Language Common, Druidic, Sylvan
SQ Spontaneous Casting
Nature Bond (Animal Companion)
Nature Sense
Wild Empathy
Trackless Step

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Druid Class Skills
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+0 Climb (+0 Str, -2 If wearing armor)
+0 Craft (+0 Int)
+6 Fly (+2 Dex, +1 Rank, +3 CS)
+4 Handle Animal (+1 Rank, +3 CS)
+4 Heal (+4 Wis)
+5 Knowledge Geography (+0 Int, +2 Rank, +3 CS)
+8 Knowledge Nature (+0 Int, +3 Rank, +3 CS, +2 Nature Sense)
+10 Perception (+4 Wis, +3 Rank, +3 CS)
+4 Profession (+4 Wis)
+6 Ride (+2 Dex, +1 Rank, +3 CS)
+4 Spellcraft (+0 Int, +1 Rank, +3 CS)
+12 Survival (+4 Wis, +3 Rank, +3 CS, +2 Nature Sense)
+0 Swim (+0 Str, -2 If wearing armor)

Total 15: (12 Class Skills, +0 Int, +3 Racial Bonus)

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Traits
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Earning your freedom - You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship.

Benefit Choose one of the three categories of saving throw (Fortitude, Reflex, or Will); Ref you gain a +1 trait bonus on all saving throws of that type.

Latent Psion (Human) Race: +2 saves vs. mind-affecting effects.

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Equipment
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Quarterstaff 4 lbs
Leather (10 gp) 15 lbs
- +2 AC, +6 Max Dex, +0 ACP, 10% Spell Failure, 30 ft
Druid's Kit (14 gp) 44 lbs
- This includes 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.
Spring Loaded Wrist Sheath (5 gp) 1 lb

Total Gold 400 gp
Total Weight - 57 lbs - medium load

Humans Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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

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

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Druid Class Features:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

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. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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.

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.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, 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.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

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.

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.

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Spells
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Spells Known: Druids can cast any spell on their list.

Spells Prepared:
Orisons (4 spells): Create Water, Detect Magic, Light, Stabilize
Lvl 1 (2 + 1 spells):Cure Light Wounds, Cure Light Wounds, Entangle, Obscuring Mist (D)
Lvl 2 (1 + 1 spells):Chill Metal, Flaming Sphere, Fog Cloud (D)

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Domain
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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.

Background:

Far from her native land of Varisia, her town was ransacked by pillaging slave hunters. At such a young age, she was helpless and couldn't do anything to help his parents nor his townspeople protect their small town. She was taken by these hunters to a land very unfamiliar to her own. From the lush forests of Varisia, she was brought down to hot and unforgiving deserts of Katapesh. Years has gone by, masters after masters she has served. With no hope of gaining her freedom, especially in a place where noone knows who she is or from where she was, she learned to appreciate life if she gets a little break to go outside, or to tend to the wolves or the camels. She never had friends, she doesn't even have somebody to talk to besides the animals that she takes care of.

One unfortunate day, while travelling on a desert, their caravan was struck by an extreme sandstorm. Caravans flying, her masters crying that the devils are after them, in which she was actually hoping for to end her miserable life. "Help me!!" cries her master, and as she reached out a plank of wood from the caravan hit her and knocked her out cold. Days have passed, which felt like an eternity for her, until she finally regained consciousness. "Hey there, thank you for not leaving me," as she stood up and realized everything was gone. Except for the few animals that stayed by her side and protected her from harm's way.

After wandering around the desert for too long, she stumbled upon a group of people near the ruins of Kelmanare, at first she thought it's a sign of good luck for once but arrows are sent instead of handwave, a net instead of a hug. Captured again by mercenaries, she was begging for them to kill her and they almost did until her lion jumped up and grabbed the man by the neck. Garavel stopped his men, seeing a potential ally within her. He gave her food, water and punished the men for trying to kill a stray woman. "This land is not safe for the likes of you," asks Garavel which was answered by a growl from her lion. "Another wildspeaker huh?" Garavel stands up, "Very well, if you would lend me your aid in capturing this town, you will my band of mercenaries at your disposal." A fine offer she couldn't refuse for she thought that this was her chance, her only chance at life. After days of battles, they've succeeded. Garavel was a man of his words, from then their partnership has started.