Lini

Neilina the Marked's page

194 posts. Alias of Dragoncat.


Full Name

Neilina the Marked

Race

Changeling

Classes/Levels

Druid (Restorer) 2|HP: 16/16|AC: 14/12/12|Saves: +3 Fort, +2 Ref, +5 Will|Init: +4|Perc: +8

Gender

Female

Size

Medium (5'0'', 115 lbs)

Age

20

Special Abilities

Nature Magic & Speaking with Animals

Alignment

NG

Deity

Nature Spirits (duh)

Location

Bastarache, Island of the Exiles

Languages

Common, Druidic, Sylvan

Occupation

Guardian of Fey's Teeth

Homepage URL

Neilina's Portrait!

Strength 8
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 17
Charisma 16

About Neilina the Marked

Caomhnóir's Stats!

---------------------
Statblock
---------------------
Neilina the Marked
Female Changeling Druid (Restorer) 2
NG Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft; Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 DEX, +2 Natural)
hp 16
Fort +3 Fort, Ref +2 Ref, Will +5 Will
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft
Melee +0 claws (1d4-1/x2)
Ranged +3 Produce Flame (1d6+1/Touch/x2)
Special Attacks
Spells Known (Cl 2nd, Concentration +5)
0th: Courtesan's Secret*, Mending, Purify Food and Drink, Guidance
1st: Nereid's Grace, Produce Flame, Bless

*: From The Book of Passion
--------------------
Statistics
--------------------
STR 8, DEX 14, CON 10, INT 12, WIS 17, CHA 16
Base Atk +1; CMB +0; CMD 12
Feats Mother's Gift (Natural Armour)
Traits Seeker of the Spurned, Unpredictable
Skills +9 Bluff (+11 vs. Attracted), +8 Handle Animal (+12 for Caomhnóir), +10 Heal (+11 for First Aid), +6 Knowledge (Geography), +6 Knowledge (Nature), +8 Perception, +6 Spellcraft, +8 Survival
Languages Common, Druidic, Sylvan
SQ Nature Bond, Nature Medic, Green Widow, Healing Touch, Woodland Stride
Combat Gear
--------------------
Special Abilities
--------------------

Racial Traits:
Hag Racial Trait: Each changeling inherits one of the following racial traits, depending on her mother’s hag type. (As outsiders, night hags produce half-fiend children, not changelings.)

Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).

Natural Armor: Changelings have a +1 natural armor bonus.

Darkvision: Changelings can see in the dark up to 60 feet.

Class Features:
Healing Touch (Ex): A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3.

This ability replaces nature sense.

Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).

This ability replaces spontaneous casting.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

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 (see Using Skills). 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 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.

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.


---------------------
Background
---------------------
The village of Fey’s Teeth is hidden away in the northern reaches of Bastarache’s Coldwind Forest. It is no land for the timid; though it is abundant in game and forage, the forest is said to be home to many vicious predators and darker, more territorial beings. Perhaps it is fitting for an island of exiles--those cast away from the mainland because they bear unspeakable curses, because the crimes they committed were heinous enough to warrant such a punishment, and even pettier reasons.

One such band of castoffs congregated within the Coldwind Forest, forced to band together for barely the smallest hope of survival. The leader of the band, one Arale Thraxus, struck a deal with a powerful being that dwelt within the forest’s heart--this being would allow them to settle in the forest, in exchange for a bloodline of their own. Thraxus was the first man to honour the terms of this pact. He would beget a child with this being, and the village would raise the resulting daughter, training her to be their guardian. But once the being decided the girl’s time had come, both father and daughter would be taken into the forest, and the cycle would begin anew.

Neilina is simply the latest in a long line of guardians, dating back countless years.

Neilina, who would be known as ‘the Marked’, had never known her mother. All she knew of her was that she was ‘the Green Provider’: the village’s mysterious benefactor. Like so many daughters before her, she was a strange child growing up, prone to wandering off by herself and getting into all manner of mischief. When she was six winters old, one of her wanderings into the woods brought her face to face with a small wolf pup, lost and alone. She ended up taking the puppy home with her; he would later become her sworn companion.

Neilina’s growth from youth to adulthood would smooth out most of her… strangeness, as she began to undertake the druidic rites. Unlike village guardians of generations past, Neilina found that she had more of a talent for healing others using Nature’s gifts instead of more wrathful pursuits. Once she grew into a woman, it was time for the Green Provider herself to officially name her the newest guardian of Fey’s Teeth…

...except this year, she never appeared.

Fearing the worst, Neilina made a fateful decision. Without the Green Provider, the future of Fey’s Teeth was in jeopardy. The young druid set forth from the village that day, her beloved wolf at her side and a goal in mind--finding where the Green Provider has gone and bringing her home.

---------------------
Description & Personality
---------------------
Before you is a petite young woman with an odd head of green-tinted hair. Her skin is quite fair, contrasting with the brown robes she’s wearing. Her eyes are two colours: the left one a bright green and the other a muted blue. She smiles and waves hello.

Having never really been outside of Fey’s Teeth or the Coldwind Forest before, Neilina can come across as being rather naive in the ways of the world. She’s a bit of a habitual liar, especially if it will allow her to seem smarter or more impressive than she really is. That being said, she genuinely enjoys helping people and doing Nature’s will--she simply doesn’t have the best grasp of how to honestly approach people yet.

---------------------
Traits & Drawback
---------------------
(Campaign Trait) Seeker of the Spurned: You grew up your whole life in the safety and relative comfort weaved up in layers of the enchantments and oaths your benefactor painstakingly etched into this haven. With her and her magics disappearance you find yourself constantly seeking out any sign or familiarity of her’s, as well as how to perceive through the winding magic.

You have constant Detect Magic but only for magical effects created by Hags, Witches, and Fey, and gain a +2 bonus on rolls involving illusions.

(Social) Unpredictable: +1 to Bluff, Bluff is a class skill.

---------------------
Skill Breakdown
---------------------
--2 Bluff
--2 Heal
--2 Knowledge (Nature)
--2 Perception
--2 Spellcraft
--2 Survival

Background Skills
--2 Handle Animal
--2 Knowledge (Geography)

---------------------
Gear
---------------------
--1 wand of Cure Light Wounds (750 GP)
--1 wooden Fey token (as holly & mistletoe) (0 GP)
--1 suit of Cleric’s Vestments (Brown cloth robe and sandals) (Free)
--1 Masterwork Backpack (50 GP)
--1 Druid’s Kit (sans backpack) (12 GP)
---animal feed (4 days), 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), and a waterskin.
--1 Grooming Kit (2 GP)
--1 deck of good quality cards (20 GP)
--1 healer's kit (50 GP)
--1 crystal flower (Quest Item)

Money: 128 GP

Carrying Capacity:

Current Load:

---------------------
Magical Items
---------------------

------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)