Marquess Tanasha Starborne

Nem Zeduclur's page

18 posts. Alias of Monkeygod.


Race

Gnome

Classes/Levels

Druid(Feyspeaker/Halcyon) 7

Gender

Female

Size

Small

Alignment

NG

Languages

Common, Druidic, Gnome, Sylvan (more, see below)

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 20

About Nem Zeduclur

Basic Info:
Initiative+2, Senses Perception+10, low-light vision

Defense:
AC 13(, Touch , Flat-Footed

HP 54

Fort+6, Ref+4, Will+6

Offense:
Speed 20ft

Melee

Ranged

Special Attacks:

Statistics:
Base Attack CMB, CMD

Feats Fey Spell Lore(1st), Fey Insight(3rd).

Traits:
Etymologist:
Benefit: You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill

Friend of the Fey:
Benefit: You gain a +2 trait bonus on Diplomacy checks against fey creatures.

Alternate Racial Traits:

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.(Stealth, Use Magic Device).

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Skills: Bluff (Cha)+18(+20 vs fey), Diplomacy (Cha)+21(+25 vs Fey), Disguise (Cha), Fly (Dex), Heal (Wis), Knowledge (Local) (Int)+15, Knowledge (nature) (Int)+14, Linguistics (Int)+13, Perception (Wis)+10, Ride (Dex), Sense Motive (Wis)+11(+13 vs Fey), Spellcraft (Int)+9, Stealth (Dex)+11, Survival (Wis)+8, Swim (Str), and Use Magic Device (Cha).

Spellcasting:

Spells per Day: 0: 4, 1st: 6, 2nd: 4, 3rd: 3, 4th: 2

Spells Prepared:

0: Create Water, Detect Magic, Enhanced Diplomacy, Guidance

1st:

2nd:

3rd:

4th:

Class Features:

Bonded Mask (Su): A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face). This ability replaces nature bond.

Fey Magic: At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).

At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.

A feyspeaker loses the ability to spontaneously cast summon nature’s ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.

This ability alters wild shape and spellcasting.

Natural Arcana (Su): At 4th level and every 2 levels thereafter, a halcyon druid chooses two spells from the wizard/sorcerer spell list and adds them to her druid spell list. The chosen spells must be at least 1 level lower than the highest level spell she can currently cast. At 20th level, the halcyon druid can choose wizard/sorcerer spells of any level. This ability replaces wild shape.

Peacekeeper (Ex): A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks. This ability replaces wild empathy.

Resist Fiendish Influence (Ex): At 4th level, a halcyon druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the evil subtype and spells with the evil descriptor. This ability replaces resist nature’s lure.

Spontaneous Casting: A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain. This ability replaces spontaneous casting.

Wild Mischief (Ex): At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check).

To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions.

Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker 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.

This ability replaces the druid’s proficiency with medium armor.

Gear:
Ring of Eloquence, Ring of Sacred Mistletoe,