Raxius Malgorian

Mai'ela Lydul's page

18 posts. Alias of DarkOne the Drow.


About Mai'ela Lydul

Mai'ela Lydul

Levels: Druid 3

Race: Half-Elf
Alignment: Neutral Good

Statistics:
Ability Scores
STR 8 (-1)
DEX 10 (+0)
CON 12 (+1)
INT 14 (+2)
WIS 19 (+4)
CHA 12 (+1)

Speed: 30' Currently: 20'
Vision: Low-vision

Deity: None
Association/tribe: Hlaeghymn (Seers of the Forgotten ways)
Languages: Auran, Common, Druidic, Elven, Sylvan

Skills:
Acrobatics 0
Appraise 2
Bluff 1
Climb 3
Craft (Untrained) 2
Diplomacy 1
Disguise 1
Escape Artist 0
Fly 0
Handle Animal 5
Heal 8
Intimidate 1
Knowledge (Geography) 6
Knowledge (Nature) 10
Perception 12
Perform (Untrained) 1
Ride 4
Sense Motive 4
Spellcraft 11
Stealth 0
Survival 12
Swim 3

Special qualities and feats:
Racial abilities
Adaptability: Skill Focus feat
Elf Blood: race type (elf and human)
Elven Immunities: +2 save vs enchantments
Keen Senses: +2 on Perception
Multitalented: two favoured classes (druid and wizard)

Class abilities
Animal Comparison: Nuama (see below character)
Nature Sense: +2 on Knowledge (nature) and Survival
Orisons: re-usable level 0 spells
Spontaneous Casting: convert spells into Summon Nature's Ally spells
Trackless Step: no trail in natural suroundings, option to leave a trail
Wild Empathy: improve attitude of animal (roll: 1d20+4; range: <= 30'; required time: 1 min; magical beasts (Int 1 or 2): -4 penalty)

Feats
Armor Proficiency (Light): wear light armour (restriction: non-metal)
Armor Proficiency (Medium): wear medium armour (restriction: non-metal)
Greater Spell Penetration: additional +2 on caster level checks
Shield Proficiency: use shield (restriction: non-metal)
Skill Focus (Spellcraft): bonus on Spellcraft checks (ranks < 10: +3; ranks >= 10: +6)
Spell Penetration: +2 on caster level checks

Defenses:
HP: 30
AC: 10; FF: 10; Touch: 10
Initiative: +0
Fort: +4, Ref: +1, Will: +7
CMD: 11

Offense:
BAB: +2
CMB: +1

Unarmed attack: +1; 1d3-1; x2; 5'

Quarterstaff: +1; 1d6-1; 20/x2; 0'

Sickle: +1; 1d6-1; 19-20/x2; 5'

Sling: +2; 1d4-1; 19-20/x2; range 30'

Equipment:
Encumbrance
Light: 26
Medium: 53
Heavy/Overhead: 80
Max lift: 160
Push/Pull: 400

Body: 11 lbs
Outfit: Traveller's Outfit; 5 lbs
Back: Backpack; 2 lbs
Hands: Quarterstaff; 4 lbs
Fingers: Ring of Protection +1; 0 lbs

Outfit: 20.32 lbs
1 Leather armour +1; 15 lbs
1 Pouch (Belt); 0.5 lbs
1 Sickle; 2 lbs
1 Sling (masterworks); 0 lbs
3 Bullet, Sling; 0.3 lbs
1 Spell Component Pouch; 2 lbs
1 Scroll (2x Cure Light Wounds); 0.02
1 Mirror (Small/Steel); 0.5 lbs

Backpack: 9.2 lbs
1 Sack; 0.5 lbs
1 Bedroll; 2 lbs
7 Bullet, Sling; 0.7 lbs
1 Flint and Steel; 0 lbs
2 Rations (Trail/Per Day); 2 lbs
1 Waterskin (Filled); 4 lbs
1 Sewing Needle; 0 lbs
10 Fishhook; 0 lbs

Pouch: 1 lbs
5 Coin (Copper Piece); 0.25 lbs
11 Coin (Gold Piece); 0.55 lbs
2 Coin (Platinum Piece); 0.1 lbs
2 Coin (Silver Piece); 0.1 lbs

Sack: 0.1 lbs
2 Coin (Platinum Piece); 0.1 lbs

Storage (camp, room, etc): 9.2 lbs
1 Backpack; 9.2 lbs

Total weight carried: 32.42 lbs
Current load: Medium
Note: PCGen does not calculate weight correctly

Special items

  • None yet

Spells:
Prepared spells

Level 0 DC: 14 (unlimited uses per day)
Detect Magic
Detect Poison
Guidance
Light

Level 1 DC: 15
Cure Light Wounds x1
Obscurring Mist x1
Shillelagh x1

Level 2 DC: 16
Barkskin x1
Flaming Sphere x1

Known spells

Level 0
Create Water (Conjuration)
Detect Magic (Divination)
Detect Poison (Divination)
Flare (Evocation)
Guidance (Divination)
Know Direction (Divination)
Light (Evocation)
Mending (Transmutation)
Purify Food and Drink (Transmutation)
Read Magic (Divination)
Resistance (Abjuration)
Stabilize (Conjuration)
Virtue (Transmutation)

Level 1
Calm Animals (Enchantment)
Charm Animal (Enchantment)
Cure Light Wounds (Conjuration)
Detect Animals or Plants (Divination)
Detect Snares and Pits (Divination)
Endure Elements (Abjuration)
Entangle (Transmutation)
Faerie Fire (Evocation)
Goodberry (Transmutation)
Hide from Animals (Abjuration)
Jump (Transmutation)
Longstrider (Transmutation)
Magic Fang (Transmutation)
Magic Stone (Transmutation)
Obscuring Mist (Conjuration)
Pass without Trace (Transmutation)
Produce Flame (Evocation)
Shillelagh (Transmutation)
Speak with Animals (Divination)
Summon Nature's Ally I (Conjuration)

Level 2
Animal Messenger (Enchantment)
Animal Trance (Enchantment)
Barkskin (Transmutation)
Bear's Endurance (Transmutation)
Bull's Strength (Transmutation)
Cat's Grace (Transmutation)
Chill Metal (Transmutation)
Delay Poison (Conjuration)
Fire Trap (Abjuration)
Flame Blade (Evocation)
Flaming Sphere (Evocation)
Fog Cloud (Conjuration)
Gust of Wind (Evocation)
Heat Metal (Transmutation)
Hold Animal (Enchantment)
Owl's Wisdom (Transmutation)
Reduce Animal (Transmutation)
Resist Energy (Abjuration)
Restoration (Lesser) (Conjuration)
Soften Earth and Stone (Transmutation)
Spider Climb (Transmutation)
Summon Nature's Ally II (Conjuration)
Summon Swarm (Conjuration)
Tree Shape (Transmutation)
Warp Wood (Transmutation)
Wood Shape (Transmutation)

Description:
Height: 5' 3"
Weight: 115 lbs
Gender: Female
Eyes: Blue
Hair: Black,Long
Skin: Fair
Dominant Hand: Left
Age: 26

She is not particular caring about her appearance, so often her clothing will be dirty with mud, grass, plant stains, and perhaps old blood at times. Her hair is often a mess, and her exposed skin is in a similar state as of her clothes. Though when she takes a bath she makes the most of it, doing her best to look very presentable, also washing her clothes. Often when she is messy looking she has smell of the outdoor about her.

Background:
In a small encampment on the outskirts of the Forest Kingdom a human ranger, Obyn Yotis, was assigned to protect a female elven seer, Tramus Lydul. Being so close almost all the time, they eventually fell in love, and in the end married. Over the next few years they brought into the world three children, of which Mai'ela Lydul was middle child. Her older sister, Aridulim Lydul, upon reaching adulthood became an archer to protect the Hlaeghymn (Seers of the Forgotten ways). Sae'en Lydul, her younger brother has recently taken up an appretice position of an elven wizard within the Forest Kingdom, so one day he will also be able to help protect the Hlaeghymn.

During her early years the encampment was attacked by raiders, yet unkown to the raiders there was a seer living in the encampment. After the commencing of the attach, the raiders discovered with dismay the encampment was well prepared for them and was able to adapt swiftly to their plans, resulting in few dying while at huge costs to the raiders themselves. Even though they managed to drive the raiders away without they gaining any rewards, most of the buildings was set alight. Tramus, convinced the families it was best to move than to rebuild. She lead them into the Forest Kingdom, using her foresight ability to find safe passage to her intended destination, the Hlaeghymn encampment.

The Hlaeghymn seers welcomed the seer and her entouradge, who pledge to protect Hlaeghymn, as the seer saved many of them from horrid death by the raiders. They took up various positions within the Hlaeghymn social structure, particular to be guards and hunters. All the members of the encampment being responsible for their daily duties and actions. Mai'ela was given the duties of looking after the horses such as cleaning, grooming, feeding and taking them on walks in and around the encampment.

When Mai'ela was near becoming of age, she encountered a stranger while she was walking four horses just outside the encampment defense wall. A male elf staggered out of the bushes towards her before collapsing to the ground. She rushed up to the elf, to see how she could help, only to see his clothes are severly torn and blood all over. Quickly she called out to the nearby sentinal to help her take the elf into the encampment. The weeks that followed she looked after the elf until he was well to be able to leave. During that time, she discovered he was a druid who fought off a menacing monster in the nearby area of the encampment. She took the opportunity to learnt about druids and the protection of nature.

Mai'ela encountered the druid two months later in the forest. They continued their conversion from when she looked after him. They met for a few more days in the forest, before she informed her mother of wanting to become a druid. Tramus gave her blessing, Mai'ela's journey of becoming a druid began in the forest near Hlaeghymn.

Adventure history:
Experience: 5000 / 9000

To be completed

added here for now:
I am assuming that the group will have come together during an adventure to restore a sacred chalice to the village of Fairhill. This chalice, a sacred vessel devoted to the Goddess Freya, was stolen by a band of orcs led by followers of Orcus. The group of adventurers, together with the aid of the local priestess of Freya, Shandril, managed to drive the orcs away, defeating them at a nearby ruined keep. Here the party encountered Tavik, an evil priest of Orcus. However, although the party managed to regain the Crucible of Freya, Tavik slipped though their grasp, escaping somehow via magical means.

With the thanks of the villagers and with newfound confidence, the party headed on to Bards Gate, where the Paladin, Gyles Degare, intended to meet with Barahil the Faithful and Bofred the Just in the temples of Muir and Thyr.

  • 5000 xp: Starting XP for entering Necromancer adventure

Animal Companion:
Nuama

Levels: Animal 3
Experience: 5000 / 9000

Race: Wolf
Alignment: Neutral

Statistics
Ability Scores
STR 14 (+2)
DEX 16 (+3)
CON 15 (+2)
INT 2 (-4)
WIS 12 (+1)
CHA 6 (-2)

Speed: 50'
Vision: Low-vision

Deity: None
Association/tribe: Mai'ela Lydul
Languages: Wolf

Skills
Acrobatics 7
Acrobatics (Jump) 15
Climb 6
Escape Artist 3
Perception 8
Stealth 7
Survival 1
Survival (Tracking) 5
Swim 2

Racial abilities
Trip: trip as free action; without provoking
Scent: track by scent

Class abilities (from druid)
Bonus tricks: 2
Link: druid can handle animal companion as free action
Share Spells: animal companion can be "you" target of spells
Evasion: avoid area-effect attacks

Tricks
Attack
Attack II
Defend
Down
Fetch
Guard
Heel
Track

Feats
Combat Reflexes: multiple attacks of opportunity (equal to Dex bonus), even while flat-footed
Improved Natural Armor: thicker hide; +1 to AC

Defenses
HP: 30
AC: 17; FF: 13; Touch: 14
Initiative: +3
Fort: +5, Ref: +6, Will: +2
CMD: 17
CMD (trip): 21

Offense
BAB: +2
CMB: +4

Unarmed attack: +0; 1d3+2; 20/x2; 5'

Bite: +1; 1d6-1; 20/x2; 0'

Description
Gender: Male
Eyes: Yellow
Hair: Silver grey
Skin: Fur
Age: 2