Arlindil

Maeron Calaerdaer's page

247 posts. Organized Play character for Stemboy.


Full Name

Maeron Calaerdaer

Race

Elf

Classes/Levels

Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Gender

Male

Size

Medium

Age

146

Alignment

Neutral Good

Deity

Green Faith

Location

Kyonin

Languages

Common, Elven, Sylvan, Druidic, Abyssal

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 18
Charisma 11

About Maeron Calaerdaer

Male Elf Druid (Treesinger) 9
NG Medium humanoid (elf)
Init +4; Senses Low-light vision, Perception +18

Defense
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 57 (9d8+9)
Fort +7, Ref +7, Will +10;

Offense
Speed 30 ft
Melee quarterstaff +6/+1 (1d6)
Ranged +1 longbow +11/+6 (1d8 + 1)

Druid Spells Known (CL 9th; concentration +13):
5th (1/day)- Wall of Thorns
4th (3/day)- Cure Serious Wounds (3)
3rd (4/day)- Cure Moderate Wounds (3), Greater Magic Fang
2nd (5/day)- Barkskin, Bull's Strength, Cat's Grace, Resist Energy (2)
1st (5/day)- Cure Light Wounds (3), Endure Elements (2)
0 (at will)- Flare, Guidance, Light, Detect Magic

Statistics
Str 10, Dex 16 (18), Con 12, Int 14, Wis 16 (18), Cha 11
Base Atk +6; CMB +6; CMD 20

Feats Point Blank Shot, Precise Shot, Totem Aspect (Bear), Natural Spell, Summon Plant Ally

Traits Treerazer's Bane, Know the Land

Skills

Handle Animal +8 (+12 vs plant companion)
Heal +16
Knowledge (geography) +14
Knowledge (nature) +20
Knowledge (planes) +6
Perception +18
Spellcraft +19
Stealth +9
Survival +20

Languages Common, Elven, Sylvan, Druidic, Abyssal

SQ Low-light vision

Combat Gear quarterstaff, +1 longbow, 32 arrows, 17 silver arrows, 18 cold iron arrows, 50 durable adamantine arrows, 5 +1 flaming arrows, 3 +1 dwarf-bane arrows, +1 leaf armour, alchemists fire (2) Other Gear backpack, belt pouch, waterskin, flint and steel, 50ft hemp rope, healers kit (10 charges remaining), travelers outfit, 5 parchments, 2 charcoal, pnakotic manuscripts, wand of cure light wounds (13 charges remaining), headband of inspired wisdom +2, belt of incredible dexterity +2, cloak of elvenkind, druids vestments, bracers of falcons aim, armillary amulet, wand of magic fang (49 charges remaining), elixir of true form, feather token (old flotsam), scroll of liveoak, scroll of daylight, potion of cure moderate wounds, hematite sphere ioun stone (flawed), wayfinder, efficient quiver, handy haversack 4,898 gp

Special Abilities
Elven Immunities: You are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: You receive a +2 racial bonus on Perception checks.
Woodcraft: You gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
Weapon Familiarity: You are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Treerazer’s Bane: You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Know the Land: You gain a +1 trait bonus on Knowledge (nature) and Survival checks.
Nature Sense: You gain a +2 bonus on Knowledge (nature) and Survival checks.
Plant Bond: You form a close bond with a plant companion. You begin play with a Sapling Treant This plant is a loyal companion that accompanies you on your adventures. Except for the companion being a creature of the plant type, this ability otherwise works like the standard druid's animal companion ability.
Green Empathy: You can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and adds your druid level and your Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent. To use green empathy, you and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence an animal, but you takes a –4 penalty on the check.
Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your 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 you.
Trackless Step: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Resist Nature's Lure: You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape: (4/day) You can assume the form of a Small or Medium plant and back twice per day. This functions as plant shape I, except you do not yet gain access to the constrict or poison abilities of the plant form assumed. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to plant or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an plant with which you are familiar. You lose your ability to speak while in animal form because you are limited to the sounds that a normal plant can make, but you can communicate normally with other plants of the same general grouping as her new form.
Venom Immunity: You gain immunity to all poisons.

Boons/Prestige Awards
Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.
Green Faith Membership: Whether a druid or not, you have an undying respect for nature and value its protection above nearly all else. Your affiliation with the Green Faith has given you special insight into the natural world, providing you a +2 circumstance bonus on all Knowledge (nature) checks.
Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expedition pays off, certainly the society will remember your contribution.
Savior of the Shadowblooded: For having protected the fetchlings of Karpad from their suspicious neighbours, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings.
Aspis Hunter: You gain special training in foiling the efforts of the Society’s largest external enemy, the Aspis Consortium. You gain a +1 bonus on attack rolls and on weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank.
Scholar of The Gates Ajar: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.
Outstanding Bounty: You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you have fulfilled the bounty’s conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon’s benefits.
Redoubt’s Repairs: Your discoveries in the Red Redoubt of Karamoss have expanded the Pathfinder Society’s understanding of the advanced technology of Numeria, and you can use these findings and tools to extend the lifespan of a broken piece of equipment. You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item’s maximum capacity are lost.
Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
Insight Into the Dark Tapestry: Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.
Resisting the Blackcove Taint: You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You gain a +1 bonus to saves against transmutation.
Expert Negotiator: You managed to out-haggle a genie, and you can use this confidence to impress others. You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may roll the check twice and take the better result.
Favor of Lost Spells: You played a key role in rescuing the former Master of Spells Sorrina Westyr. When you would spend Prestige Points to purchase a spellcasting service, you can check one of the boxes that precede this boon to have Sorrina Westyr augment the spell's power; increase the spell's effective caster level by 5. When you check the last box, cross this boon off your Chronicle sheet.
Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.
Nightmarish Pigments: You found a pot of nightmarish pigments, which you may purchase for 1,000 gp. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square-foot surface. The pigments can create a collection of mundane items whose value does not exceed 500 gp.
Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain-Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.
Hellknights' Respect: You set aside your initial Pathfinder mission to help the Hellknights of the Order of the Gate defeat a great force of chaos and evil. In recognition of your deeds, the Hellknights assist you in joining their ranks, or in refocusing your training if you are already a member of a Hellknight order. You may cross this boon off your Chronicle sheet to retrain levels into the Hellknight prestige class (Pathfinder Campaign Setting: The Inner Sea World Guide 278) or the Hellknight signifer prestige class (Pathfinder Campaign Setting: Paths of Prestige 28), for free so long as you would qualify for the prestige classes with the levels that you have taken in other classes. Specifically, the levels you take before the prestige class must qualify you for the prestige class, so you could not retrain a character into a Hellknight 8 with no other class levels. You may also freely retrain as many feats and skill ranks as is necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight signifier prestige class, you may cross the boon off your Chronicle sheet to freely retrain your feats, disciplines, cavalier order, and spells, but only into legal options presented in Pathfinder Campaign Setting: Path of the Hellknight.
Reinforced Alliance: You sided with the Order of the Gate Hellknights. Word of your deeds spreads among Hellknights, granting you a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against members of a Hellknight order.
Visage of the Broodlord: You found a twisted mask on one of the followers of the shoggti qlippoth That Which Peels Flesh. In Subtier 5–6, it is a visage of the broodlord, while in Subtier 8–9, it is a greater visage of the broodlord. You may purchase the item for the discounted price of 8,000 gp (or 14,000 gp for the greater version).
Acquainted with 322: You reached out to the troubled elf 322, helping her begin to overcome her mistrust of the world she abandoned. Perhaps you or a fellow agent can help her further in future adventures, at which point this boon may have other applications.
Apparatus of the Mantis: You have recovered a unique apparatus of the crab in the shape of a giant mantis shrimp. You can purchase this unique apparatus of the mantis for 60,000 gp rather than its normal cost. Instead of claws, it has two slam attacks that gain a +2 circumstance bonus on attack rolls underwater but otherwise behave as an apparatus of the crab's pincer attacks. You can enchant this pair of slam attacks as if they were a single masterwork weapon, and you can enchant the apparatus's body as though it were a suit of masterwork full plate; this does not icrease the device's hardness. For he purpose of using Fame to qualify for enhancements, treat both the slams and body as though their base cost were each 10,000 gp.
The Lantern's Secret: The lantern used to trap Aram Zey echoes with the lore of the dozens of souls it has trapped over many years. You have heard their secrets and can listen for their wisdom. Once per adventure you can use this boon before rolling an Intelligence-based skill check to add 1d4 to the result. If you have 10 or more ranks in that skill, you can choose to add 1d8 instead, but doing so deals 1d2 points of Wisdom damage to you.
Zey's Gratitude: You earned the grudging respect of the former Master of Spells Aram Zey, in return for saving his life. In addition to treating you less derisively than he does most other Pathfinders, he offers you a future spellcasting favor, allowing you to use one of the following spells as a spell-like ability. Use your character level as your caster level, and use your own Intelligence or Charisma score or 20 (whichever is higher) when determining spell DCs. Check the box that precedes this boon when you use this spell-like ability.
Subtier 7-8: You may cast dispel magic, fireball, greater invisibility, or stoneskin.
Esoteric Item Research: After the team at Slumbersun returned from its mission, the Aspis Consortium gained access to several unusual magic items. Ratarion sold temporary access to these items to a crafter within the Consortium, who deduced their methods of creation. Several Aspis agents now carry copies of one of the crafter’s recipes. When you defeat one or more agents of the Aspis Consortium, ask your GM to initial after one of these items, granting you access to purchase it. You can gain access to all three items below, but you can only gain access to one item during a single adventure.
Joliryn's Foe: You defeated the sadistic halfling Joliryn. You gain access to the following magic item at the listed discount.
Wrathful Ring of Spell Storing (Aura faint evocation; CL 5th; Slot ring; Price 16,000 gp): The ring acts as a minor ring of spell storing, but it is further enchanted to allow the wearer can apply the Empower Spell metamagic feat to one stored spell by only increasing the effective spell level by 1, not 2. The wearer does not need to have the Empower Spell feat to use this property.
Unwavering Resolve: The reports the Pathfinder Society has managed to piece together regarding the events at Wirholt’s Rictus paint a grisly picture. After hearing unnerving rumors about the Aspis Consortium’s recent activities, you have steeled yourself to face unspeakable horrors in the field. When you must attempt a saving throw against a fear or confusion effect, you can cross off this boon before rolling the save to gain a +2 bonus. Even if you fail the saving throw, your preparations give you some degree of protection. If you failed a saving throw against a fear effect, you experience a surge of adrenaline that grants a number of temporary hit points equal to twice your character level. These temporary hit points last as long as the fear effect persists. Alternatively, if you failed a saving throw against a confusion effect, you maintain unusual lucidity, which allows you to a roll the d100 to determine your action each round twice and take your preferred result. This benefit lasts until the confusion effect ends.
Secrets of Thuvian Alchemy: Word spreads of the Pathfnder Society’s deeds in Thuvia, attracting a wave of Garundi recruitment at the Grand Lodge. Among these are a handful of Thuvia’s fnest alchemical innovators, who share some of the region’s closely guarded secrets. So long as you possess this boon, all of your Pathfnder Society Roleplaying Guild characters have access to the Thuvian alchemist prestige class from Pathfinder Player Companion: People of the Sands as if it appeared on the Additional Resources page. In place of Brew Potion, you must possess one of the following feats to qualify for the prestige class: Extra Bombs, Skill Focus (Craf [alchemy]), or Skill Focus (Knowledge [any one]).
Finally, if you are able to cast 2nd-level arcane spells or create 2nd-level extracts, you may check the box that precedes this boon to freely retrain your class levels into the Thuvian alchemist prestige class, so long as your remaining class levels would allow you to qualify for the prestige class. You may also freely retrain only as many feats and skill points as is necessary in order to qualify for the prestige class.
Kitio’s Foe: You defeated Kitio Aspenthi and recovered a unique set of goggles given to him by the Aspis contractor Shohiraj. You gain access to the following unique magic item at the listed discount.
Goggles of the certain shot (Aura faint divination; CL 5th; Slot eyes; Discounted Price 22,000 gp): These brass and leather goggles house dark ruby lenses and allow the wearer to find and dispatch targets at range. The wearer can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die. Furthermore, the goggles have 3 daily charges that the wearer can expend to enhance his visual perception. By spending a charge as a standard action, the wearer can gain the efects of darkvision or see invisibility for 30 minutes. He can spend a charge as swif action to gain a +2 circumstance bonus on each sneak attack damage die on ranged attacks at any range—not just those within 30 feet— until the end of his turn. The wearer can have multiple efects active at once, and charges replenish automatically afer 24 hours.
Fire Affinity: Your connection to elemental fire has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
Qalkami’s Disdain: You chose to undermine Qalkami Mishalq’s schemes in Zjarra, but she saw through your ploy. You may not have invalidated her deal with the Pathfinder Society, but you’ve ensured that she remembers you for your disloyalty.
Experience with Dark Dreams: You have travelled aboard the Voracious, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against the dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors-or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype-you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or similar effect; you are not fatigued by that effect and rest normally that night.
Debt to Society: Your constant dedication and service to the Pathfinder Society has earned you considerable recognition and trust. If you have at least 20 Fame and at least 4 Prestige Points, you may spend all your remaining Prestige Points to pay for a single casting of raise dead on any ally's remains including your own while in a settlement with a population of at least 5,000 residents. In each successive scenario you must spend all your Prestige Points earned to repay your debt to the society until you spend a total of 20 Prestige Points, including those you initially spent for the spell. Document future Prestige Point payments on the Chronicle sheet and on each individual Chronicle sheet where the Prestige Points were earned. Once the total Prestige Points recorded below equal 20, your debt is considered paid in full.
Water Affinity: Your connection to elemental water has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
Welcome in the Boundless Sea: You have a reputation in Vialesk as a reliable person in dangerous situations. You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water breathing or three elixirs of swimming. You may also check two of the boxes to purchase a necklace of adaptation for 8,250 gp, a helm of underwater action for 23,250 gp, or a suit of nautilus coral armor (see below) for 6,750 gp.
Elixir of dragon’s breath (brine dragon) (Price 2,000 gp; CL 10th; aura moderate evocation) : This vial contains a swirling current of luminescent blue liquid. A creature that drinks the elixir can breathe out a single blast of energy that deals 10d6 points of acid damage in a 30-foot line, plus an additional 1d6 points of acid damage
for each Water Affinity boon you have earned on any of your characters. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first.
Nautilus coral armor (Price 8,000 gp; CL 9th; aura moderate transmutation) : This +1 full-plate is made of coral and pieces of nautilus shell. This armor does not impose an armor check penalty on Swim checks. The wearer can hold her breath underwater for a number of rounds equal to four times her Constitution score, rather
than twice her Constitution score. You can increase the armor’s enhancement bonus or apply armor special abillities as though the armor’s masterwork price were 7,000 gp.

Tenderstump, Sapling Treant Companion:

N Large plant
Init +0; Senses Low-light vision, Perception +12

Defense
AC 18, touch 9, flat-footed 18 (+9 natural armour, -1 size)
hp 84 (8d8+48)
Fort +11, Ref +6, Will +3

Offense

Speed 30ft, climb 30ft
Melee 2 slams +14 (1d8+9)

Statistics
Str 28, Dex 11, Con 16(20), Int 2, Wis 12, Cha 7
Base Atk +6, CMB +16, CMD 26

Feats Toughness, Improved Natural Armour, Power Attack, Intimidating Prowess

Skills
Intimidate +6
Perception +12

Languages None

SQ Doubles damage against objects, low-light vision, immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), immunity to paralysis, poison, polymorph, sleep effects, and stunning

Special Abilites
Tricks: Attack, attack (unnatural creatures), come, defend, down, fetch, guard, work
Link: You can handle your plant companion as a free action, or push it as a move action, even if you don’t have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding your plant companion.
Share Spells: You may cast a spell with a target of “You” on your plant companion (as a touch range spell) instead of on yourself. You may cast spells on your plant companion even if the spells normally do not affect creatures of the companion's type (plant). Spells cast in this way must come from a class that grants an plant companion. This ability does not allow the plant to share abilities that are not spells, even if they function like spells.
Evasion: If Tenderstump is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion: Tenderstump gains a +4 morale bonus on Will saves against enchantment spells and effects.

Combat Gear Amulet of Mighty Fist +1

History:

Maeron Calaerdaer was born in the elven lands of Kyonin. From an early age Maeron displayed a instinctive understanding and familiarity with the forests and trees around him. The young elfs kin nurtured his natural gift, allowing his talents to grow and flourish. Maeron would wander the woodland for hours at a time, finding a tranquility and solace amoungst the trees. He could have easily lived a life of peace and solitude in the forests of Kyonin, but as he learnt more of his homeland he soon heard of the cursed Tanglebriar. Enraged at the prospect of nature being tainted in such a way, the fledgling treesinger travelled south to investigate and offer whatever help he could to purify the twisted swamps.
Maeron spent several decades on the fringes of the Tanglebriar, assisting the elven demonslayers in their duties against the fiendish denizens of the blighted land. It was during this time that the treesinger was joined by his treant ally, Tenderstump. Together the duo were an invaluable resource to the demonslayers, learning much of their talents for opposing the agents of corruption.
Despite their valiant efforts, Maeron came to realise that the elves would need powerful allies if they ever wished to truely drive Treerazer from their lands. Finally striking out from Kyonin, Maeron wandered Golarion with Tenderstump in tow, searching for an ally powerful enough to assist and learning more of the world he occupied. Eventually, he arrived at Absalom, having heard tales of the Pathfinders and their vast collections of powerful artifacts and capable agents. The treesinger elected to join the Pathfinder Society and assist them in their ventures. Given his long life span, Maeron is patient and understands that he has time on his side. It is his hope that if he assists the Pathfinder Society and progresses through their ranks, he may be able to arrange for them to open a lodge in Kyonin and from there assist in the battle against Treerazer.

Personality:

Having dedicated most of his younger life to battling the horrors of the demon-haunted swamps of the Tanglebriar, many would expect Maeron to be a dark and jaded individual. Thankfully, the druids connection to nature has gifted him an inner tranquility and reserve, allowing him to remain calm and patient in the most harrowing circumstances. Maeron is happiest within any bountiful forest or wilderness, but he understands that not all beings share his fondness and connection to the natural world. While he is accepting and friendly to most urban and civilised races and individuals, Maeron struggles to understand them and occasionally makes naivé remarks that some may find offensive. The treesinger maintains a close, almost paternal bond to his treant companion, Tenderstump. While slow to anger, any threatening action to either Tenderstump or any aspect of nature is likely to provoke the druids ire in the worst possible way.
Maerons companion, Tenderstump, is fiercely loyal to the elf and rarely leaves his side. While typically a peaceful creature, Tenderstump is not to a plant to be taken lightly.

Appearance:

Standing a tall, lean 6'3", Maeron is tall even by elven standards. From head to toe he is attired in natural, elven leaf armour, betraying his druidic origins to even the least educated. The Kyonins long, dark hair extends to his shoulders, only held under control by the hood of his cloak. His calm eyes reflect any surrounding light in their forest green hue. His face and hands are decorated with strange patterns painted from natural dyes, likely either camoflage or druidic symbols, several of them marred by burn scarring from a previous encounter. A longbow, quarterstaff and haversack, all of clear elven design rest in place, strapped across his back. Maerons overall appearance seems both wild and civilised at the same time, displaying a clear, yet futile, effort not to stand out in urban enviroments.
The druids companion is a large tree, occasionally shuffling the deep green leaves on its branches or shifting it's weight. While some may find the living tree disturbing, it seems naturally peaceful alongside the calm druid, occasionally padding around on all fours like a bear.

PFS information for the GM:

PFS # 129255-1
XP: 27 (slow advancement)
Faction: Grand Lodge
Fame: 46 / Prestige: 12
Prestige Spent: 4 on 2 wands of cure light wounds, 4 on Green Faith Membership, 2 on Aspis Hunter, 5 on Feat Retraining, 1 on feather token (Old Flotsam), 16 on raise dead

Chronicles applied:

24/06/2014 - Pathfinder Module: The Godsmouth Heresy
05/07/2014 - Scenario #51 The City of Strangers—Part I: The Shadow Gambit
06/07/2014 - Scenario #52 The City of Strangers—Part II: The Twofold Demise
10/07/2014 - Scenario #5-01 The Glass River Rescue
07/11/2014 - Scenario #13 The Prince of Augustana
08/11/2014 - Scenario #47 The Darkest Vengeance
25/01/2015 - Scenario #06 Black Waters
01/02/2015 - Scenario #6–09 By Way of Bloodcove
07/02/2015 - Pathfinder Module: The Midnight Mirror
12/04/2015 - Scenario #5-14 Day of the Demon
03/05/2015 - Scenario #6-17 Fires of Karamoss
09/09/2015 - Pathfinder Module: Carrion Hill
24/09/2015 - Pathfinder Module: From Shore to Sea
10/01/2016 - Scenario #7-13 Captive in Crystal
01/07/2016 - Scenario #7-19 The Labyrinth of Hungry Ghosts
08/07/2016 - Scenario #7-25 Orders from the Gate
10/07/2016 - Scenario #2-14 The Chasm of Screams
23/07/2016 - Scenario #7-23 Abducted in Aether
23/07/2016 - Scenario #7-98 Serpents' Ire
01/10/2016 - Scenario #7-28 Ageless Ambitions
08/02/2017 - Scenario #8-09 Forged in Flame, Part 1: The Cindersworn Pact
15/02/2017 - Scenario #8-11 Forged in Flame, Part 2: Cleansed with Fire
26/04/2017 - Scenario #8-15 Hrethnar's Throne
21/05/2017 - Region Support Package 2017 Boon #1
28/06/2017 - Scenario #4-03 The Golemworks Incident
16/07/2017 - Scenario #8-20 Torrent's Last Will
27/08/2017 - Scenario #3-17 Red Harvest
15/10/2017 - Scenario #5-05 The Elven Entanglement
28/03/2018 - Scenario #34 Encounter at the Drowning Stones