Bard Worshipper of Desna

Lisa Lokheart's page

1 post. Alias of Fenris105.


Full Name

Lisanna Lokheart

Race

Half-Elf

Classes/Levels

expert/1

Gender

Female

Size

6'1"

Age

18

Special Abilities

low-light vision

Alignment

NG

Strength 14
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 20
Charisma 17

About Lisa Lokheart

Female Half-Elf Expert
NG Medium Humanoid (Human/Elf)
Init +3; Perception +11 (Low-light vision)
--------------------
Defense
--------------------
HP 9; CMD
AC 17; Touch 14; Flat 13
Fort +1; Ref +3; Will +7
--------------------
Offense
--------------------
Speed 30 ft.
BAB +0; CMB +3; CMD 16
Melee; quarterstaff: +3/1d6+3 (+4/2d6+4)

--------------------
Statistics
--------------------
Str 14 (+2); Dex 17 (+3); Con 13 (+1); Int 18 (+4); Wis 20 (+5); Cha 16 (+2)
Skills
Acrobatics +3 (0rk, +3 Class, +3 Dex)
Diplomacy +7 (1rk, +3 Class, +3 Cha, +1 Trait)
Heal +11 (1rk, +3 Class, +5 Wis, +2 Feat)
Knowledge Nature +9 (1rk, +3 Class, +4 Int, +1 Trait)
Knowledge Local +8 (1rk, +3 Class, +4 Int)
Perception +11 (1rk, +3 Class, +5 Wis, +2 Race)
Sense Motive +9 (1rk, +3 Class, +5 Wis)
Spell Craft +8 (1rk, +3 Class, +4 Int)
Survival +6 (1rk, +5 Wis)
Use Magic Devise +7 (1rk, +3 Class, +3 Cha)

Background Skills
Perform String +7 (1rk, +3 Class, +3 Cha, +1 Trait)
Appraise +8 (1rk, +3 Class, +4 Int)
Knowledge Geography +6 (1rk, +4 Int, +1 Trait)
Craft Alchemy +8 (1rk, +3 Class, +4 Int)
Profession Healer +5 (0rk, +3 Class, +5 Wis)

Feats
Light Armor proficiency (class)
Skill Focus: Heal
Dodge (lvl 1)

Languages Common, Elven, Druid, Dwarven,

Combat Gear; Quarterstaff(-gp), Leather Armor (10gp)

Other Gear; Backpack(common)(2gp), Bedroll(1sp), Blanket(5sp), Canteen(2gp), Compass(10gp), Flint & Steel(1gp), Rope(50ft)(1gp), Soap(1cp), 5X Torch(5cp), Waterproof bag(5sp), Travel Harp(5gp), Travelers Outfit, 5X Trail Rations(25sp), Chocolate(5gp), Honey(1gp), Bread(2cp)
total:
40gp 5sp 8cp
-------------------
Racial Abilities
-------------------
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

--------------------
Prepared Spells
--------------------
lvl-0 4/day
Detect Magic
Light
Create Water
Purify Food and Water
Prestidigitation

lvl-1 2/day
Cure Light Wounds
Shillelagh

--------------------
Special Abilities
--------------------

Druid

Druid abilities:

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

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. 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 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 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.

Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

[spoiler=Wild Shape]
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

[/spoiler]

-------------------
Other Statistics
-------------------
Favored Class: Expert/Druid (+0 hp, +1 skill pt)
Trait: Devotee of the Green; +1 bonus to Knowledge (geography) and Knowledge (nature), and one of these (your choice) becomes a class skill.
Trait: Two-World Magic - Pick a 0-level spell from another spell list and add it to yours.
Trait: Dilettante Artist (Elf) - +1 bonus to one category of Perform and a +1 bonus to Diplomacy. One of these skills (your choice) becomes a class skill.
Drawback: Self-Doubt

Money: 219gp, 4sp, 2cp
--------------------
Tracked Resources
--------------------

--------------------
Physical Description
--------------------
Picture
Portrait
Lisa is a young Half elf with long golden blond hair, she has pale skin and aquamarine eyes reminisent of the ocean. Lisa's features also have a sharpness that accentuates her elven heritage. Lisa has a slim figure that hides a deceptive strength and grace, despite that her shy demenor leads her to having a more reserved stance.

-----------------------
Personality Description
-----------------------
Lisa's friends and family have always had high expectations for her, expectations that she doesn't believe she can live up to though feels obliged to try and meet. Due to this she is incredably hard working and will go to great lenghths to try and meet others expectations. Her self depriciating attitude leads to her being incredibly shy in most situations. One of the few situations that draws out her resolve is in healing, she is a surprisingly stern nurse.
Underneath her shyness Lisa is an incredibly kind individual and always willing to lend a hand, she tends to think the best of others. Lisa loves to make others smile either through healing or by playing her harp, that her mother taught her when she was young.
During her time with Shana, Lisa has come to truly respect and revere the natural world and has sworn to herself that she would do her best to keep her and other villages from straying to far from the natural world that has sustained all of humanity for so long.
-----------------------
Backstory
-----------------------
Lisa was born the Half Elf daughter of two humans. Gregory and Annabeth Lokheart are a trader and seamstress living in Huthran village. Lisa's father was a trader who was frequently the link between the village and local tribes, bringing glass, tools, and varius other goods to the tribes and returning with furs, meats, leathers, and other such things. When Lisa was old enough her father decided that it would be benificial for her to see more of the world, he also wanted to foster some ties between the village and the tribes that he had come to be friends with. As it turned out Lisa really enjoyed her time among the tribes and it was decided between her father and the elders of the tribe that Lisa would be fostered in the tribe for the next few years. For two years Lisa lived with the tribe, only seeing her father when he came to trade and her mother on the rare occasion when she acompanyed him. During those two years Lisa was taught all about how to live in and with the forest from setting snares to identifying edible plants. She especially enjoyed learning about the different medicinal herbs that the tribe used in their healing arts.

Some time during her time with the tribe, Lisa caught the attention of the druid that was staying among them and when Lisa's father arrived to pick her up after the two years were up the druid, named Shana, approached him about taking Lisa on as her apprentice. Though Gregory held tremendous respect for the druids he had reservations about sending his daughter off again right after their reunion, especially given that she was only ten at the time. Understand the fathers reservation Shana admitted that she had already been planning to leave the tribe and head to Huthran so she would accompany them, she would be staying there through the winter at least so they would have plenty of time to think about it. As it so happened Shana ended up spending the winter and most of spring at the village, by the end of which Lisa had gotten to know her rather well. It was decided that Lisa would stay with her parents until she was 15, after which she would be apprenticed to the druid. With the desision made Shana left to continue traveling and said she would return in four years.

In the Summer of Lisa's 15th year Shana returned as promised and Lisa was officially apprenticed to her. For four years Lisa traveled with and learned from her mentor, quickly picking the various skills she would need and showing speacial skill in the healing arts. Now Lisa is 19 years old and aproaching the end of her apprenticeship, she and Shana have returned to her home village for the first time in those four years.