Survivor

Mia Ravenlock's page

252 posts. Alias of rorek55.


Full Name

Mia Ravenlock

Race

Human

Classes/Levels

Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Gender

active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)

Size

M

Age

24

Alignment

NG

Languages

common, elven, druidic, sylvan.

About Mia Ravenlock

Mia's Appearance, minus the face paint

Updated mythweavers character sheet for Mia Potions/concoctions are updated on this profile.

Animal companion sheet.

Alchemy Items: portable alchemy lab 75g, 5 acid Flasks (25), 2 alchemical fire(10g), 10 sunrods (20g)

Potions/herbal concoctions:

Potions: 1 shillelagh oil potion(free), 1 potion of Endure Elements(free), 1 potion of Speak with Animals(free),1 potion of Natures Paths(free) 2 CLW potions , 2 potion of Ice Armor, 2 potions of Ant Haul

herbal Concoctions:
1st level: potion of Air Bubble x5, 2 potions of Natures paths, 1 potions of fire belly, 2 potions of Aspect of the Falcon, 3 potions of Endure Elements, 2 potions of Speak with Animals, potions of CLW x3, 2 potions of remove sickness, potion of goodberry x2, potion of Shielagh x2, 2 ant haul potion, 2 potions of Touch of the sea, 3 potions of heightened awareness *assume all CL2*

2nd level:
aboleth's lung potion x4
barkskin potion x3 (CL6),
bull's strength x4(CL4),
cat's grace x4 (CL4), p
otions of bear's endurance x4,
delay poison potion x4(CL4),
4 potion of resist energy (fire)(CL5),
4 potion of resist energy (cold)(CL5),
4 Potions of resist Energy (electricity)(CL5),
4 potions of resist energy (acid)(CL5),
2 potion of lay of the land,
2 potions of animal aspect,
2 potions of Fog Cloud,
5 potion of lesser restoration,
4 potions of spider climb (CL4),
1 potion of greensight,
2 potions ofEagle splendor,
3 Potion of Fox's Cunning
2 potions of Owl's Wisdom.
*any not listed as higher, would be CL3*

3rd level Potions: *if not listed as higher, assume CL5*
Cure Serious wound potions x5 (CL5),
Greater Magic Fang potions x3 (CL6),
Burrow x3 (CL6),
Neutralize poison x3 (CL6),
Potion of water breathing x5 (CL6),
protection from energy x2 potion(fire) (CL6),
protection from energy potion x2 (cold) (CL6),
protection from energy potion x2 (Electricity) (CL6),
Potion of Stone Shape x2 (CL6)
Remove Disease Potion x2 (CL6)

class 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.

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.

Wildshape:
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.)


background:

Mia was an orphan since she can remember. Her only parent being a hermit of sorts on the outskirts of the city. She was taught most of her knowlege about plants, potions, and nature in general by this man, who goes by the name of Daniel. He was a ranger by trade, often keeping out wilder beasts and other threats when possible, but had gotten old and so adopted Mia when he found her in a swaddle on the edge of the woods. She took to his lessons on nature and the wilds well, but never liked when he attempted to show her how to properly wield weapons so he just stopped doing so after awhile. She never interacted a lot with others until she was already a teenager. This lead to her being exceptionally shy and soft-spoken most of the time. While it she has gotten better about this, she still often prefers the quiet solitude of nature to that of a large city. She traveled around after turning 18 a bit, before returning back to the city of her... finding.. and hearing about the expedition from her step-father Daniel.

1) She Is leaving Galt as the chaotic nature of the city isn’t good for business. And at a frontier town, she would be much closer to the natural world around her, and hopefully have more say in how expansion was handled and how the town itself dealt with the natural world. Plus, its an Idea place to start her small time shop up at(As the flow of magic across the land seems to condense there much more than in galt). As there would be plenty of herbs to use in her concoctions and likely plenty of people requiring her assistance. Besides, there are far too many spirits and ghosts wandering Galt for Mia, too spoopy (She is a menhir savant)
--------

2.) Mia enters the timidly, her hands clasped together in front of her as she makes her way over to stand in front of the noble. She wears a verdant skirt, with a earthy green cloak overtop wonderfully made leaf armor with intricate designs woven into it. Ah, um. Hello uh, ah sir. She manages to mutter out almost too quiet to hear. She then continues, her voice wavering a little, M-my name is Mia Ravenlock, I, I was wondering if you um, had any more openings for the, um, well the new town. I mean, if you need a woodland guide that is, um, and uh someone good with plants. Um… oh dear. She has started shaking, but takes a deep breath and manages to steady herself. She then continues rather quickly, You see, I know almost every herb and plant around this area, and, I am really good at finding my way through the more untamed wildlands. I normally can find the quickest way through without a problem. I can also brew potions for ailments and other issues that may come up on an undertaking such as this. I’m a good gardener so I could help with the farms and… um... well I wanted to start my shop in the new town as well.. So I promise I would be a great help to your endeavor so, please! Let me and my assistant come along. She almost blurts out the end of her speech before lowering her head slightly, her red locks falling to cover one of her eyes. She jumps a little Oh, I-I also have some magic gifted by the energies of the natural world at my disposal, so I can heal wounds and help with sicknesses that come up even without my herbal remedies. And, while I did say I um, love nature, I also care about the people on the quest! I’d help them out in any way I could. Um… Oh! Right, um, a small demonstration! I prepared one… just um… one second please sir. She rummages around in her pack and pulls out a fairly rotten apple. ok, so, um… here we go. She shuts her eyes and a green glow of energy begins to swirl around her hand, and then slowly go into the apple. As it does so, the apple slowly transforms from a rotten, worthless piece of junk, into a new, vibrant and completely edible apple as if it had just been picked yesterday. To prove her point, she takes a bite out of the apple and gives a small giggle and a smile. I always feel nice after doing that hehe. So, um I promise you won’t regret taking me… her hair once again falls to cover one of her eyes as she holds the her arm close to her side with the other and traces her foot In a small circle.
-------------

3.) She would be focused on summoning an ally, utility, maybe a few blasts, and control spells. She hopes to fully start up her Potion shop/Apothecary and to make an example town that works with nature, to better its townsfolk instead of just plowing nature over and destroying it. She may even start an “animal center” and nature oriented school

personality traits and appearance-
1- She is exceptionally shy and soft spoken, some might even say she has social anxiety.
2- She is kind hearted and welcoming
3- She becomes very talkative when she can discuss aspects of nature, particularly plants, animals or the elementals
4- Understands that civilization has its own natural cycle but seeks to find a balance between them. She figured having some sway in a town would help with this.
6- Is not fond of higher technology
7- Enjoys gardening, and is fairly good at it
8- Has had to kill a wild animal before when she was a child.
9- Has a taste for alcohol, or, well, a weakness for it. However, she can drink with even the stoutest of dwarves. Though shes usually out of it after the second drink.
10- is rather short, only being 5’3”, has fiery red hair and vibrant green eyes, almost athletic build.
11- Doesn’t realize how pretty she is, so does not knowingly use it to her advantage.

Mkembe animal companion:

Ability Scores:
Str: 16
Dex: 17
Con: 10
Int: 02
Wis: 15
Cha: 11

Base Stats:
HP: 21/21
AC: 18 10+5NA+3 Dex
Movement:
base land speed: 30ft

Swim speed: 30ft

Offense:
3HD
BaB +2

Bite:
To Hit: +5
Damage: 1d8+3

Tail whip (10ft reach)
To Hit: +5
Damage: 1d8+5

Skills:
Perception: 1
Stealth: 1
Swim: 1