Amiri

Miikae Falden's page

152 posts. Alias of TrueRepentance.


Full Name

Miikae Falden

Race

Human

Classes/Levels

Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]

Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

Gender

Female

Size

Medium

Age

23

Special Abilities

Detect Evil

Alignment

Neutral

Location

Martel

Languages

common, druidic

Occupation

none

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 14
Charisma 7

About Miikae Falden

backstory:

Miikae grew up in one of the tribes of the Nex deserts, living very near the waste. She lived off the land, needing no outside help. Her gift led her to often leave the tribe for weeks at a time, where she would explore the wastes in secret. She found an old ruins in the wastes. Druidic in nature she studied it for many years, eventually learning the ways of a druid as if she was always meant to be. During this time she was captured by a Calikang on one journey and forced to do their bidding, tortured many times. She doesn't even recall how she escaped, her only memory was being on the back of an unknown horse as it carried her far away to safely, eventually reaching Alkenstar. Upon returning the horse to it's owner, unknown to her the owner was the Duchess of Alkenstar and the animal, an unsettled and rowdy one had escaped from the stables, she was given the animal if she could train him, in return for her service in the wastes. For a couple years Miikae had been a guide for the many travelers and diplomats to and from Alkenstar, ensuring many lives survival.

The young woman was ferocious when fighting creatures that thought she or the other travellers would be an easy meal. Her strength was as much as any man she knew, though she never got close to any, the wildness in her attracted several, though never the ones she liked and it was difficult to get people to like her. She much preferred talking to her horse she named Sands, for his colour which perfectly matched the desert sand. The wastes taught her to always be ready to act or move (reactionary) and this also strengthened her mind to it's ways (indomitable faith, toughness...). When the duchess summoned her with a mission, she came to her in Alkenstar immediately.

Appearance:
Miikae stands at 5ft 8in. Her black hair and grey eyes are unusual in her tribe and seem to come from some other influence in her past. Her wild look causes some to distrust her, but those that get to know her see that she is only wild on the outside. Her trusty mount and companion stands beside her, just as tall as her, sand coloured all over except for one spot above his right eye.

Personality:

Miikae may look crazy and wild, but she is only this way in battle against evil creatures and beings. Inside she wants to heal the land but the violence of the waste has left an imprint upon her. She is slow to trust but will never ever leave behind a friend. She has a curiosity about different magical ways and wishes to find a way to stop the storms in the waste. She fears losing her one true friend Sands her horse. She visits her tribe but they have distanced themselves from her since she became a druid and the wastes toughened and wilded her up.

Character Sheet:

Miikae Falden
Female Human Druid level 2
NN Medium Humanoid(human)
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Defense
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AC 18, touch 12, flat-footed 16(+2 dex, +4 hide, +2 shield)
HP 23 (2d8+7)
Fort +5, Ref +3, Will +6
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Offense
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Speed 30 ft. (20 ft. in armour)
Initiative +4 (+2 in desert)
Scimitar +6 (1d6+4/18-20x2))
MW Cold Iron Scimitar +7 (1d6+4/18-20x2)
Dagger +6 (1d4+4/18-20x2)
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Statistics
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Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 7
Base Atk +2; CMB +6; CMD +18
Feats Power Attack, Toughness
Skills(4+1 per level):
Climb(1)+8
Fly(1)+6
Handle Animal(2)+3
Heal(1)+6
Knowledge(geography)(2)+5 (+2 in desert)
Knowledge(nature)(1)+6
Perception(2)+7 (+2 in desert)
Ride(2)+7
Survival(2)+9 (+2 in desert)
Swim(1)+8
Languages Common, Druidic
Other Gear Druids kit, healers kit (8uses left), riding saddle, saddle bag...
Outfit Explorers outfit
Remaining GP 4261gp 5SP
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Special Abilities
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Weapon and Armour Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells (1st-3/day, 2nd-2/day) A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (4 slots) Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
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.mod.(magical beast 1 or 2 int at -4 penalty)
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.
Favored Terrain (Ex) [Desert] At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
Bonus Languages Druidic
Nature Bond (Ex)[Animal Companion] Sands(Horse)
Reactionary You gain a +2 trait bonus on Initiative checks.
Indomitable Faith You gain a +1 trait bonus on Will saves.
Victim of Calikang Torture You are one of the misfortunate spellcasters to be caught by a Calikang and brought to the spellscar desert to "heal" the magic. Performing magic in this extreme condition has permanitly sickened you, but has had its benefits. -1 con. +4 concentration checks. You can sense the chaotic magical nature of the Mana Wastes. You can predict magic storms and feel magic voids within 100'. By predicting the ebb and flow of this chaos you can produce magic and spell like abilities of your level or ability with a successful concentration check. A failed check means your spell fizzles.Scrolls, items and potions still have no effect.In magic voids you are still unable to cast, but as stated above you can detect these voids and try to avoid them. When casting during a magic storm, there is a 25% chance for a random magical mishap to occur. 
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex) If an animal companion 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.
Detect Evil (Su) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Equipment:

Hide Armour 15gp/25lbs
Heavy Wooden Shield 7gp/10lbs
Dagger(2) 4gp/ 2lbs
Scimitar(2) 30gp/ 8lbs
MW Cold Iron Scimitar 315gp/ 4lbs
Druids kit 14gp/44lbs This includes 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 (14), trail rations (5 days), and a waterskin.
Healer's Kit (8uses) 50gp/??lbs
Grappling hook 1gp/ 4lbs
Silk rope(100ft) 20gp/10lbs
Riding Saddle 10gp/25lbs
Saddle bag(2) 8gp/16lbs
Small Steel Mirror 10gp/0.5lbs
Hooded Lantern 7gp/ 2lbs
Lamp Oil(5) 2.5gp/ 5lbs
Barded Hide Shirt 80gp/36lbs
Sunrods(3)
String(50ft.)

311.5gp coins in possession 208.5gp/187.5lbs worth owned

Sands(Horse):

Starting Statistics
Size: Large
Speed: 50 ft.
HP: 33/33 (3d8+6+3)
AC: 21 (+2 dex +6 natural armor, +3 armour)
Touch: 18 Flat Footed: 19
BAB: +2
Fort:+5 Ref:+5 Will:+2
Attack bite +5(1d4+3), 2 hooves* +0(1d6+3)
Ability Scores: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Special Qualities low-light vision, scent. Link, Share Spells, Evasion
Skills: Perception +5, Climb +7, Survival+5,
Feats: Light Armour Proficiency, Toughness
Tricks: Track, Throw Rider

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities combat trained.