Dwarf Druid (Menhir Savant) 6 | AC 23 T 11 FF 22 | HP 59/59 | F +8 R +4 W +10 (+3 vs. poison, +5 vs. spells and spell-like abilities, +4 vs. fey and plant-targeted effects, +1 vs. charm and compulsion effects) |
Classes/Levels
CMD 20 | Init +1 | Perc +10 | Buffs: Freedom of Movement, Greater Magic Fang: All, Resinous Skin, Bark Skin, Delay Poison, Spider Climb, Longstrider, Heightened Awareness
Lilith Stark
Female dwarf druid (menhir savant) 7
NE Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
Aura enlarge
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Defense
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AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 59 (7d8+21)
Fort +8, Ref +4, Will +10; +2 vs. poison, +4 vs. spells and spell-like abilities, +4 vs. fey and plant-targeted effects, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities bramble armor (1d6+3, 7 rounds/day), defensive training
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Offense
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Speed 20 ft.
Melee +1 keen scythe +8 (2d4+7/19-20/×4) or
. . club +9 (1d6+4) or
. . mwk sawtooth sabre +6 (1d8+4/19-20) or
. . mwk sawtooth sabre +6 (1d8+4/19-20) or
. . quarterstaff +9 (1d6+6)
Special Attacks wild shape 3/day
Druid (Menhir Savant) Spells Prepared (CL 7th; concentration +9)
. . 4th—command plants[D] (DC 16), freedom of movement
. . 3rd—greater magic fang, plant growth[D], resinous skin[UC]
. . 2nd—barkskin, barkskin[D], delay poison, resist energy, spider climb
. . 1st—cheetah's spirit, enlarge person[D] (DC 13), heightened awareness[ACG], longstrider, shillelagh (2, DC 13)
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domain Plant (Growth domain[APG] subdomain)
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Statistics
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Str 18, Dex 12, Con 14, Int 12, Wis 15, Cha 10
Base Atk +5; CMB +9; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Natural Spell, Planar Wild Shape[UC], Power Attack, Steel Soul[APG]
Traits glory of old, - custom trait -
Skills Acrobatics -2 (-6 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +5, Diplomacy +7, Fly +2, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (planes) +6, Perception +10 (+12 to notice unusual stonework), Sense Motive +5, Spellcraft +8, Stealth +6, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Red Hand
SQ nature bond (Growth domain[APG]), place magic, spirit sense
Combat Gear mask of the mantis[ISWG], pearl of power (1st level), wand of cure light wounds; Other Gear +1 dragonhide breastplate, +1 darkwood buckler, +1 keen scythe, club, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], quarterstaff, belt of giant strength +2, boots of the cat[UE], cape of free will +1/+2[MA], druid's vestment, sleeves of many garments[UE], canteen[UE], flint and steel, holly and mistletoe, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, weapon cord (10), 10 gp
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Special Abilities
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Bramble Armor (7 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+3 dam.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Druid (Menhir Savant) Domain (Growth) Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Natural Spell You can cast spells while in Wild Shape.
Place Magic (5/day) (Su) Free, +1 to caster level for 1 round.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wild Shape (7 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Appearance:
While not exactly tall to a human, at 4'3", Lilith towers over most dwarven women and men. She has a very powerful and muscular yet distinctly feminine build. Most would regard her level of physical attractiveness as somewhere between cute and pretty. In particular, she has a lovely face and lips.
Unlike most of her kind, she is not particularly hairy; Lilith attributes this fact to some light fey influence from her particular brand of druidic arts. Despite the number of battles she has fought, healing magic has allowed her to keep her skin free of scars. Like many dwarven women, she keeps her silky copper red hair braided or tied up. Her eyes are an intense emerald green.
Her style of dress varies. Lilith only wears 'traditional' Red Mantis gear when absolutely required. Her "iconic" armor is crafted from the scales and hide of a silver dragon. Otherwise, she wears whatever she finds comfortable.
Personality:
Lilith has an... interesting personality. She is insightful, analytical, careful, and pragmatic. While generally calm and somewhat reserved, the Menhir Savant is noticeably more charismatic than most dwarves, and she generally gets along with people. Lilith is also patient to an almost eerie degree and equally as persistent when highly motivated.
Lilith is very loyal to Achaekek and the Red Mantises, and she has never given them any reason to doubt her. That said, she does not always act by the book, and when off the clock, she focuses on her own personal desires and projects. Lilith enjoys the thrill of the hunt and tends to see assassinations as akin to hunting. She also deeply enjoys combat. That said, she is quite disciplined; she (usually) only kills in "self-defense" or on a superior's orders.
History:
Lilith does not remember much of her early life; from what little information she has been able to gather, when she was very young, her parents surrendered her to the Red Mantises as payment for some job. She also thinks that it was part of a deal between the Mantises and a dwarven cult of Calistra (of all things).
While she was run through the usual "education" given to young children on Mediogalti, her dwarven nature made her stubborn enough to never become a fanatic. Oddly, this turn of events worked in her favor. The etiquette training she received tempered her innate dwarven gruffness, and her ability to maintain loyalty to the organization and independent thought have left Lilith something of a rising star among the Red Mantises, albeit a slowly rising one; given dwarven aging rates, she has been effectively raised or tutored by two generations of Red Mantises.
Lilith developed her druidic talents through dedicated study. Aware that her dwarven nature and stature left her less charismatic and agile than the rest of the largely human Red Mantis organization, she sought a way to overcome this annoyance. With no innate magic in her blood, Lilith tried to learn it through the studying arcane tomes. However, the higher level material proved difficult to grasp, and she personally found the time duration of most polymorph spells pitiful.
Everything changed when she stumbled up the journal of a former Blood Mistress. In it were detailed descriptions of shapeshifting that lasted for many hours and offered many practical forms. Since Lilith was already in the favor of Achaekek, the divine source of power required for this art was readily available to her. She reviewed the book cover to cover and memorized it. Over the years, Lilith has spent more and more time improving and refining this craft.
Having two human generations to learn from the mistakes of others has been a boon to Lilith. She has seen how Red Mantises totally dependent on the organization's rules and regulations would trip up when put in a position beyond the scope of their training. Meanwhile, she has also witnessed the follies of those on the opposite end who lacked discipline. As such, Lilith has learned how to be quite flexible.