Queen Ileosa Arabasti

Meredith Une's page

667 posts. Organized Play character for chadius.


HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9


| 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |


Wooden Fist 5/6 |






Common, Druidic

Strength 15
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Meredith Une

Meredith's hair in full rose bloom

"I'm ready." This tall, toned redhead woman suddenly springs to attention as soon as you mention liberation. "I won't let it continue."

Bot Me!:

Feel free to clobber something with Meredith's fists (use wooden fist and Magic Fang) or her Cold Iron Scimitar.

If an enemy caster is being annoying, grapple 'im! Meredith has Improved Grapple so it's no problem.

Role: She's here to control and to grapple some fools.


ileosa - Human Female form

Meredith was born into slavery and spent her entire life growing crops for one master after another. At one point she snapped and began a rebellion on the farm. She became an accidental leader. Her affinity with plants and the earth began to manifest when she began firing vines from her hand. She went somewhat out of control and her rebellion fell apart, but it turns out the man who broke up the rebellion was actually trying to help. A few years of training later and Meredith began adventuring on her own.

Cold yet Strong Willed, Meredith is a woman of few words. She carefully chooses what she needs to say.

Why did she join the Pathfinder Society:
To crush slave owners, of course. And to repay that man's favor - he helped set her straight.

XP 11
Fame 22
PP 18
PFS# 133608-11

Saving Throws:

Fort 4 Drd + 2 Con + 1 Cloak = 7
Ref 1 Drd + 1 Dex + 1 Cloak = 3
Will 4 Drd + 1 Indomitable Faith + 3 Wis + 1 Cloak = 9
  • Courageous (Combat Trait) - +2 Will saves vs Fear
  • Cloak of Resistance +1
  • Resist Nature's Lure - 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.
  • Defenses:

    HP 8 Drd + (3 * 5) Drd + (4 * 2) Con + 2 Favored Class = 33
    AC 10 + 1 Dex + 3 Armor + 2 Shield = 16
    T 10 + 1 Dex = 11
    FF 10 + 3 Armor = 13
    CMD 10 + 2 Str + 1 Dex + 3 BAB = 16
    Initiative + 1


    BAB 3
    CMB 2 Str + 3 BAB = 5
    Grapple 5 CMB + 2 = 7
    Meredith can start a grapple without provoking an AoO.
    When Meredith is in control of a grapple, she gets a +5 bonus to continue grappling.

    Improved Unarmed Strike +5 (1d3+2/x2) Bludgeoning
    Wooden Fist - Unarmed Strikes are lethal, +1 damage. Maintain for 6 rounds per day.
    [dice=Unarmed Strike]1d20+5[/dice]
    [dice=Piercing Damage, Wooden Fist]1d3+2+1[/dice]

    Club +5 (1d6+2 x2) Bludgeoning
    Cold Iron Scimitar +6 (1d6+2 18-20/x2) Slashing
    [dice=Cold Iron Scimitar]1d20+6[/dice]

    Shortspear +5 (1d6+2/x2) Piercing

    Shortspear +4 (1d6+2/x2) Piercing, 20 ft range
    Sling +4 (1d4+2/x2) Bludgeoning, 50 ft range


    (4*4) Druid + 0 Int + 4 Human Skilled + 2 Favored Class = 22
    ACP: 0 (-1 more from Shield)

    Climb 2 Str + 3 In Class + 1 Rank - 1 ACP = 5
    Diplomacy 1 Cha + 1 Rank = 2
    Fly 3 In Class + 1 Dex + 1 Rank = 5
    Handle Animal 1 Cha + 3 In Class + 1 Rank = 5
    Heal 3 Wis + 3 In Class + 1 Rank = 7
    Knowledge(Geography) 0 Int + 3 In Class + 1 Rank = 4
    Knowledge(Nature) 0 Int + 3 In Class + 2 Nature Sense + 3 Rank = 8
    Knowledge(Nobility) 0 Int + 1 Rank = 1
    Intimidate 1 Cha + 1 Rank = 2
    Perception 3 Wis + 3 In Class + 3 Rank = 9
    Profession(Forest Guide) 3 Wis + 3 In Class + 1 Rank = 7
    Sense Motive 3 Wis + 2 Rank = 5
    Spellcraft 1 Int + 3 In Class + 1 Rank = 5
    Survival 3 Wis + 2 Nature Sense + 3 In Class + 2 Rank = 10
    Swim 2 Str + 3 In Class + 1 Rank - 1 ACP = 5
    Use Magic Device 1 Cha + 3 In Class + 1 Rank = 5

    Nature Sense - +2 to Survival and Knowledge (Nature) checks.
    Wild Empathy - Meredith can make Diplomacy checks using a +5 bonus to influence animals.


    Human: Improved Unarmed Strike
    1: Improved Grapple
    3: Combat Casting

    Class Abilities:

    Nature Bond - Plant Domain
    Nature Sense - +2 to Survival and Knowledge (Nature) checks.
    Wild Empathy - Can make Diplomacy checks to influence animals, adding the druid level as a bonus.
    Woodland Stride - Meredith 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 - 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.
    Wild Shape 1/day
    Resist Nature's Lure

    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.)

    Beast Shape details:
    When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

    Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.


    Indomitable Faith (Divine) - +1 Will Saves
    Courageous (Combat) - +2 Will saves vs Fear


    Concentration 4 Drd + 3 Wis = 7
    Combat Casting - +4 to Concentration checks when casting defensively.

    Nature Bond - Plant Domain

  • Wand of Cure Light Wounds (43 charges)
  • Wand of Mage Armor (40 charges)

    Level 0 DC 13, At will, 4 Known Per Day

  • Detect Magic
  • Resistance
  • Guidance
  • Light

    Level 1 DC 14, 4 + 1 Domain/Day
    (Domain) Entangle - [/url=https://www.d20pfsrd.com/magic/all-spells/e/entangle/]Entangle[/url]
    Jump - [/url=https://www.d20pfsrd.com/magic/all-spells/j/jump/]Jump[/url]
    Longstrider - [/url=https://www.d20pfsrd.com/magic/all-spells/l/longstrider/]Longstrider[/url]
    Magic Fang - [/url=http://www.d20pfsrd.com/magic/all-spells/m/magic-fang/]Magic Fang[/url]
    Obscuring Mist - [/url=https://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist/]Obscuring Mist[/url]

    Level 2 DC 15, 3 + 1 Domain/Day
    (Domain) Barkskin - [/url=http://www.d20pfsrd.com/magic/all-spells/b/barkskin]Barkskin[/url]
    Bull's Strength - [/url=http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength/]Bull's Strength[/url]
    Spider Climb - [/url=https://www.d20pfsrd.com/magic/all-spells/s/spider-climb/]Spider Climb[/url]
    Lesser Restoration

    Commonly memorized spells
    Level 1

    Calm Animals - [/url=https://www.d20pfsrd.com/magic/all-spells/c/calm-animals]Calm Animals[/url]
    Entangle - [/url=https://www.d20pfsrd.com/magic/all-spells/e/entangle/]Entangle[/url]
    Jump - [/url=https://www.d20pfsrd.com/magic/all-spells/j/jump/]Jump[/url]
    Longstrider - [/url=https://www.d20pfsrd.com/magic/all-spells/l/longstrider/]Longstrider[/url]
    Magic Fang - [/url=http://www.d20pfsrd.com/magic/all-spells/m/magic-fang/]Magic Fang[/url]
    Obscuring Mist - [/url=https://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist/]Obscuring Mist[/url]

    Level 2

    Barkskin - [/url=http://www.d20pfsrd.com/magic/all-spells/b/barkskin]Barkskin[/url]
    Bull's Strength - [/url=http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength/]Bull's Strength[/url]
    Spider Climb - [/url=https://www.d20pfsrd.com/magic/all-spells/s/spider-climb/]Spider Climb[/url]

  • Gear:

  • Leather Armor +1 (1160)
  • Masterwork Heavy Wooden Shield (157)
  • Cloak of Resistance +1 (1000)
  • Scroll of Barkskin (150)
  • Sling (free)
  • Club (free)
  • Scimitar (15)
  • Shortspear (5 x 1)
  • Wand of Cure Light Wounds (2 PP)
  • Wand of Cure Light Wounds (375)
  • Wand of Mage Armor
  • Cold Iron Scimitar (330)
  • animal feed (5 days),
  • a backpack,
  • a belt pouch,
  • a blanket,
  • a flint and steel,
  • holly,
  • mistletoe,
  • an iron pot,
  • a mess kit,
  • soap,
  • a spell component pouch,
  • torches (10),
  • trail rations (5 days),
  • a waterskin.
  • rope (50 ft, 2)
    5680 gp
  • Temporary Gear:


    The Silent Tide:



  • Wand of Cure Light Wounds (2 pp)

    So, this is my first mission as a Pathfinder. Well, I rescued a dog out of it, so it's not bad at all. Oh, and the city of Absalom, too.

    The Puddles is a neighborhood in this town, forgotten by many where only the poor and lawless reside due to its tendency to flood. Citizens have begun seeing some skeletal thugs appearing this evening, and a scholar named Yargos found a codebook that controls them. We were tasked to find him and his codebook, quickly.

    We were directed to Torson's Maw, a cliff where some thugs were trying to push several men off, including Yargos! These thugs were especially tough - one of them laid a terrible blow upon Hunwald. Luckily my allies were able to fend them off. I was busy trying to pull up the prisoners from the cliffside. I did convince the weeds on the cliffside to pin the thugs, though.

    Yargos, thankful for our aid and loyal to this city, told us the skeletons were real, and we had to act fast to stop them. Eight hundred years ago, traitorous crews waited in ships outside of Absalom, waiting to see signal lights they would use to destroy Absalom. The lights never signalled, and the ships were sunk, drowning the traitors. Yargos found the book and tested some of the codes, only to realize he activated the undead legion. Before he could warn the guards, a crime lord named Nessian intercepted him and the books, and he planned to use the undead to hold Absalom ransom. Yargos knew one man who would know Nessian's hiding place...Grandmaster Torch.

    We didn't really have time to get there, as a signal light went off to poison the granary. I got to see the skeletal creatures up close. No flesh, crimson lights that used to be eyes, and a single purpose- to pour some liquid all over the town's emergency food supply. I got to crush one with my bare hands though, so it was all in all good fun. August was glad that I enhanced his fists to hit harder, too.

    Off to Grandmaster Torch. This...secrets dealer is permanently scarred, probably by fire. He sits in a bathtub, washed by attendants all day long. With his city's life on the line, he had the gall to charge six thousand pieces of gold to learn of Nessian's lair. Like some errand boy, he had a different idea: unlock 5 treasure chests he had "procured." I was able to solve the riddle of one of them quickly. Another one responded to rage, so I picked it up, vented some frustrations about my former Master, and kicked it across the room. That did it. Felt good, too.

    With his stupid errand finished, the "Grandmaster" gladly directed us to Nessian's base. There was a dog outside, posted as an alarm. It was so malnourished, so mistreated. August and Hunwald snuck off to take out some of the guards. Piper remained on standby while I approached the dog and tried to calm him down. I don't know, I have a way with animals. Calmed this dog right down, loosened his collar and pet him. Eventually the thugs who hurt this dog emerged and tried to kill me. Piper burned Nessian and one of his thugs before it got too ugly.

    Yargos entered the abort code and all was well. Nessian was arrested, Absalom saved, and for a few days I had a cute dog. I gave Miles a good bath, fed him well, and found a farmer who was more than willing to take Miles. His pet dog died a few weeks ago and he was looking for a new one. It was... nice to help him.

  • Tide of Twlight:



  • Scroll of Barkskin (150 gp)
  • Upgrading to Masterwork Heavy Wooden Shield (150 gp)
  • Upgrading to Masterwork Leather Armor (150 gp)
  • Wand of Mage Armor (2 pp)
  • Murder on the Silken Caravan:

    The Consortium Compact:


    As I sat down on Zarah Zendrani's sailing ship, I wondered what the Pathfinder Society would task me with next. Whatever we do, I hope it's peaceful and quiet. I've gotten used to plucking seaweed out of my hair as of late.

    Venture-Captain Ambrus Valsin arrived late (a bit unusual for him) and told us we were to consort with an Aspis Agent. I'm surprised we'd be willing to work with them so quickly- it was only a week ago that the Grand Lodge was attacked. Maybe this is a trap.

    Magali Delroya is the turncoat's name. She wants out of Aspis, and soon. In the hive of scum and villainy known as Diobel, Aspis has worked with a local chemist to create a new addictive drug, called whip. She wants us to disrupt the shipment for a day so her allies can locate the warehouse and properly destroy them.

    I don't care whether this woman becomes an ally with some brains or an enemy I'll beat down with my fists. Breaking a drug trade is something I can do. Too many of my allies back in the day were trapped in the terrible cycle of drug abuse. It took a lot of help to break the cycle. I learned it's better to stop it at the source before it begins.

    Our first priority was finding the lair of that accursed chemist, Lazlo the Leper. He recieved the nickname because his own experimentation resulted in sores across his skin. Fool.

    Again with the sewers. Then again, this is where trash like him belongs. I lit up the sewer tunnel and saw a statue in the shape of a rat. I also saw several addicts, absolutely wasted. They said Laslo arrives in the evening to give them their whip. I gave them water and emergency aid, but it was clear they weren't going to move on their own anytime soon.

    Several giant beetles crawled from a nearby pipe and bit me. I punted it back into the sewer water and continued to explore. I found a stash of whip underneath a disease-ridden mattress. The junkies tried to manhandle me- I'll have none of that. Miriel's cries for peace rang hollow in that moment as I punched one of them clean across the jaw.

    Maybe I'm a little to jumpy about this. They stood no chance against my allies. But the thought of them putting their hands on me... never again. At least we pacified them long enough to get some of them to a temple for some long-term help.

    The next task involved finding a document aboard the Blue Dragon's Bite, a ship whose owner was in cahoots with Aspis. We weren't here to cause a fight, and we didn't want to get caught. Lucky for us, the Port Inspector was arguing with the ship captain about taxes for the goods delivered. Wilhelm is surprisingly quiet, and Miriel can be silent when she isn't wearing that cumbersome breastplate. I had an idea, though: I summoned a giant rat to dash across the ship in plain sight. Kevan presented me as his finest ratcatcher and I proceeded to chase my own conjuration across the ship.

    I heard Calvin acted drunk and swung his sword around while Jötunn calmed him down. By the time we finished our shenanigans the documents had been secured and we were paid a few gold for our trouble.

    We returned to the sewer. We needed to stop Laslo the Leper, one way or the other and get his notes. We laid in ambush and in darkness, but he heard us approach anyway. Luckily he was quite willing to show us his 'gifts' that he would 'perfect' some day. I wanted to flatten him right then and there, but patience won the day. He led us to his hidden ingredient stash in the rat statue, and even made some of the fowl ingredients using the notes he kept on his person at all times. Once I saw all of the information we needed, I stood ready to pounce. Calvin beat me to it, however. He may not know an armbar from a leglock, but his brute strength held Laslo down and beat him into submission. Kevan's longspear ran right through him, a fitting end. But then, the Paladins looked so worried... I saved him and dragged his hide back to the ship so he could face the real "law."

    The next day we received a letter. Delroya was pleased with our progress, and she wanted us to meet her at a warehouse, filled with whip.

    Or goal was to stay there until the night, repel Aspis, and keep the Krotos guards away. The Krotos guards may be affiliated with Aspis, but they aren't too be harmed.

    More importantly, I found a guard dog in the warehouse. I called her Betty. She was cute, although I don't know how to ask her properly. I'm more of a plant lady, anyway.

    As we blocked the secret entrances, the Krotos guards arrived. Naturally the paladins tried to talk their way out, explaining they were investigating even though they did not have authority, blah blah blah. If these idiot guards want to help, go talk to the whip addicts. Which they did, after I yelled loudly enough. Good.

    We blocked the entrances very well, and funneled the Aspis agents into two areas. I wanted to tackle one of them, but I was busy putting out a fire on one of the crates. At least Betty seemed happy to bark at them.

    By the time I put out the fire, the fight was over. Delroya and her men arrived half an hour later. She was a woman of her word.

    Back in Absalom, the Venture-Captain congratulated us on our mission. Delroya provided important information. She also greeted us, ready to learn the ways of the Pathfinder Society.

    A reminder that there is always a chance to recover. You can always turn your life around. I almost lost myself in a mindless rebellion. I could have given to evil or to drugs. Perhaps I should be more accepting. As much as I find these paladins annoying, they may have a point.

    Between the Lines:

    The Quest for Perfection:


    Leather Armor +1 (1130 gp)
    Cloak of Resistance +1 (1000 gp)

    Masterwork Leather Armor (80 gp)

    The Quest for Perfection, Part 2:



    Day Job roll was 14 = 10 gp
    Purchasing Wand of Cure Light Wounds for 375 gp

    The Quest for Perfection, Part 3:

    The Overflow Archives:


    I'm Level 4!:

    Wild Shape 1/day

    Favored Class Bonus - DONE

    Skill Points + 1 Human Skilled

    +1 Stat Bonus (+ 1 Str) - DONE
    +1 BAB - DONE
    +1 Fort, Will Save - DONE
    Wild Empathy +1 - DONE
    +1 Level 2 spell cast per day (Default is Lesser Restoration) DONE
    Resist Nature's Lure DONE

    20 Point Attribute Buy Audit:

    Did I make her with 15 or 20 points?
    Remove the -1 Str at level 4 and +2 Wisdom bonus, here are the base checks.

    Str 14 (5)
    Dex 13 (3)
    Con 14 (5)
    Int 10
    Wis 14 (5)
    Cha 12 (2)

    20 points, no problem!

    10. 7-27: Beyond Azlant Ridge:

    11. 6-19 Test of Tar Kuata:

    Forum Thread

    Enlightened Ambassador
    Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can ente a meditative trance that makes your senses more acute, your reflexes faster, and you mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.

    Tar Kuata Initiate
    The monks of Tar Kuata have recognized your potential and offered to train you at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain any class level into a monk by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.

    Finally, if you are a dwarf monk, you can cross this entire boon off your Chronicle sheet when retraining to gain the Ouat monk archetype (Pathfinder Campaign Setting: Inner Sea Combat 41) for free. If any other archetypes you possess modify the same class feature as the Ouat archetype replaces, you lose those archetypes at no cost. Likewise, if an alternate dwarven racial trait modifies the same racial trait as the Ouat archetype, the archetype modifies that alternate racial trait instead.