Darkborn

Lilika's page

663 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Lilika

Race

| HP: 85/85 | AC 25 (Shield: +2 AC; hardness 3; HP 12) | F:+12 R:+14 W:+15 | Perc +15 | Acrobatics +12, Athletics +10, Cave Lore +10, Crafting +10, Nature +17, Stealth +10, Survival +13

Classes/Levels

| Speed 30 ft. | Spells: 4th: 0/2, 3rd: 3/3, 2nd: 3/3, 1st: 2/3 | Heal Wand: 1/1, Healer's Gloves: 1/1, Staff 3/3, LSt. Wand: 0/1 | Focus Points: 2/2 | Hero Points: 0/3 | Active Conditions: longstrider (+10 ft., 8 hours)

Gender

Female Half-elf Druid 7

Size

Medium

Alignment

N

Languages

Common, Aklo, Druidic, Elven

Strength 12
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 19
Charisma 10

About Lilika

Lilika
Female Human (half-elf) Nomad Druid 7
CN Medium Humanoid, Human, Elf

Languages Common, Druidic, Elven, Undercommon
Senses darkvision, low-light vision, Perception +15 (Expert)
Class DC 23
Speed: 25 feet (can Step into difficult terrain)

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DEFENSE
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HP: 85
AC: 25 (+3 AC, +3 Dex, +9 Proficiency)
Shield +2 (Hardness 3 HP 12/12 BT 6
Fortitude: +12 Reflex: +14 Will: +15
…+1 vs. emotion (treat success as critical success)
...+1 vs. poison
...+2 vs. shove, trip (includes +2 DC to resist those checks)
Resistance fire 5, poison 3

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OFFENSE
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Melee: +1 dagger +13 (1d4+1 piercing) (agile, finesse, thrown 10 ft., versatile S)
...staff of healing +10 (1d4+1 bludgeoning) (2-handed d8)
Ranged: acid splash +14 (1d6 acid plus 1 splash acid damage; critical 1 persistent acid damage) (Range: 30 ft.) (acid, attack, cantrip, evocation)
...dagger +12 (1d4+1 piercing) (range: 10 ft., ammunition: 10/10)
...sling +12 (1d6+1 bludgeoning) (range: 50 ft., ammunition: 10/10)

Spell Attack +15, Spell DC 25
Spells Prepared

4th
acid arrow (SV)
stoneskin (SV)

3rd
acidic burst (SV)
pummeling rubble (SV)
summon elemental (SV)

2nd
heal (S / SV / MSV)
heal (S / SV / MSV)
heal (S / SV / MSV)

1st
heal (S / SV / MSV)
heal (S / SV / MSV)
heal (S / SV / MSV)

Cantrips
acid splash (SV)
detect magic (SV)
read aura (1 minute)
scatter scree (SV)
stabilize (SV)

Spell Powers
2 Points
crushing ground (SV)
wild shape (SV)
stone lance (SV)

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REACTIONS
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Shield Block
Trigger: While you have your shield raised, you would take damage from a physical attack.
Effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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ACTIONS
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Reach Spell 1A
Traits concentrate, druid, metamagic
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

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Skills
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Acrobatics: +12 (Trained)
Arcana: +1 (Untrained)
Athletics: +10 (Trained)
Crafting: +10 (Trained)
Deception: +0 (Untrained)
Diplomacy: +0 (Untrained)
Intimidation: +0 (Untrained)
Lore (Cave): +10 (Trained)
Medicine: +4 (Untrained)
Nature: +17 (Master)
Occultism: +1 (Untrained)
Performance: +0 (Untrained)
Religion: +4 (Untrained)
Society: +1 (Untrained)
Stealth: +10 (Trained)
Survival: +13 (Expert)
Thievery: +3 (Untrained)

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Statistics
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STR 12 DEX 16 CON 16 INT 12 WIS 19 CHA 10

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Feats
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Ancestry: elf atavism (cavern elf), natural ambition (order explorer [wild; wild shape])
Background: assurance (survival)
Class Abilities: advanced elemental spell (stone lance), alertness, anathema, order (stone), primal spellcasting, wild empathy
Class Feats poison resistance, reach spell, steadying stone, wild shape
General: ancestral paragon (forlorn), feather step, shield block
Skill cat fall, combat climber, quick identification

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FEAT AND ABILITY DETAILS
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Anathema - As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.
The following acts are anathema to all druids:
…Using metal armor or shields
…Despoiling natural places.
…Teaching the Druidic language to non-druids.
…Purposefully pollution or poisoning the earth..

Assurance - Survival
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Combat Climber
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Poison Resistance
Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

Feather Step
You step carefully and quickly. You can Step into difficult terrain.

Forlorn
Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Quick Identification
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Steadying Stone
The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead. As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone.

Order Explorer
You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own (wild). You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.

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Equipment
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Armour: +1 studded leather, wooden shield (2)
Weapons: +1 dagger, dagger (4), sling, sling bullet (10), holy water (4)
Alchemical Items
Consumable Magic Items lesser healer's gel, minor healing potion (4; 1d8), lesser healing potion (2; 2d8+5)
Magical Items healer's gloves (1A, touch, heal 2d6+7), magic wand (heal, 1st), magic wand (longstrider, 2nd), ring of resistance (fire), staff of healing
Containers: Backpack, Belt Pouch (4), Sheath, waterskin (2), Bag of Holding (type 1)
Equipment: bedroll, blanket, bucket, candles (4), flint and steel, grooming kit (soap, etc), grappling hook w/ 50 ft. of rope, mess kit (cup, bowl, spoon, fork, knife), pillow, writing set, warrant, skeleton master's key on a chain, thumb-sized cylinder of unbreakable green glass (spire token: 6)

Gold: 0
Silver: 2
Copper: 0

Bulk
Encumbered 5 (5+Str), Maxiumum 10 (10+str)
Bag of Holding (type 1) holds 25 Bulk

Group Possessions:

- parchment with sigil written in iridescent green ink (level 6 sign)
- Charter for Exploration (owe the Hellknights 20%)

To sell:
- The Barricades: javelins (6), +1 falchions (x2), amulet (worth 5 sp) (x2), 20 sp. Total Value: 111 gp.
- Troglodyte Quarters: javelins (6), +1 falchions (x2), amulet (worth 5 sp) (x2), 20 sp. Total Value: 111 gp.
- Guard Room: ring of energy resistance (fire), javelins (6), +1 falchions (x2), amulet (worth 5 sp) (x2), 20 sp. Total Value: 356 gp.
- The Forge: +1 breastplate, spire transport token, magical barrel (worth 20 gp). Total Value: 248 gp.
- The Gaol: scimitars (x2). Total Value: 2 gp.
- Sartoss: +1 striking rapiers (x2), [s]dusty rose prism aeon stone[s],
gold holy symbol of Kro’akoth (worth 60 gp). Total Value: 314 gp.
- Shrine of the Awakener: Six death masks with jewels. Total Value: 200 gp.

Background:

Lilika’s life started three weeks ago. Well, not literally, but as far as she’s concerned it did…

She woke up alone outside the walls of Fort Inevitable, heavily wounded, with no idea who she was or how she got there. She knew her name—Lilika, but not if she had family or friends. She’s a half-elf, though her skin is a sickly gray and her hair is pale white—she suffered from some sickness, most likely, but she felt fine. She didn’t remember being in a battle, but her wounds, and vast number of old scars attested to her familiarity with combat. She’s not a local—the Hellknights and the Abadarans both helped her sift through records and missing persons reports, but there was no sign of her to be found. Must be a traveller. Her clothes were made from a very fine silk, black and silver patterns threads that glimmer in the light. You’d think someone would be able to tell her who made it, but there’s nothing like that here, which left her at another dead end. The only other useful clue upon her is a strange green crystal—which she recently discovered might be the same substance that the fabled Emerald Spire is constructed from.

Alone and homeless in a strange city, Lilika feels lost. The buildings are strange to her and she feels like the sky is… wrong somehow. Like she might float right up into the sky, falling into the clouds… It was unnerving. How could people live like this?

Lilika desperately wants to know who she is and why she’s here. Surely someone must miss her… With no other leads, she’s setting out for the Emerald Spire, hoping to learn about her origins, trigger some memories, or die trying.

Lost Memories:

Lilika’s full name is Lilikaris. She was created deep underground in a drow city, by an ambitious surgeon. One of his tamest breeding experiments, she was created from genetic material of a drow, incubated in a half-elf slave test subject. Although stronger than your everyday drow—but not by much—and slightly more adaptable, she was lacking all of drow’s natural magical talents and was generally considered a failure. She was subjected to many other experimental procedures in the time since, and suffered mental and physical abuse.

Eventually, Lilika managed to escape, travelling up to the surface. Her journey there was through the Emerald Spire (or another nearby exit) and the details are unknown to me (not knowing what’s down there). Safe to say it was harrowing, and she managed to get through on sheer luck. Her only clue to this is the shard of green crystal she carries.

Unfortunately, she managed to get only as far as the walls outside Fort Inevitable before succumbing to her wounds and losing unconsciousness. What she learns from her past (if anything) is entirely up to the GM, and can be altered however you see fit.

Haagenti
Lilika's tattoo

Defense Proficiencies:

AC: Untrained
FORT: Trained
REF: Expert
WILL: Expert
Light Armor: Trained
Medium Armor: Trained
Heavy Armor: Untrained
Unarmored: Trained

Offense Proficiencies:

Unarmed: Trained
Simple Weapons: Trained
Martial Weapons: Untrained
Special Proficiencies: Untrained
Arcane Magic (spell attacks and DCs) Untrained
Divine Magic (spell attacks and DCs) Untrained
Occult Magic (spell attacks and DCs) Untrained
Primal Magic (spell attacks and DCs) Expert

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level