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Neve, Druid of Storm and Snow's page

50 posts. Alias of Rednal.


Full Name

Neve

Race

Human

Classes/Levels

Level 1 | HP: 19/19 | AC: 20, T: 17, FF: 17 | Fort: +8, Ref: +4, Will: +2 | CMB: +4, CMD: 21 | Init: +3, Perception: +5

Gender

Female

Strength 16
Dexterity 16
Constitution 22
Intelligence 14
Wisdom 12
Charisma 22

About Neve, Druid of Storm and Snow

Neve

Appearance

Female soulfire human shaman (kp) 1/incanter 1/striker 1/tritalt 1
NG Medium humanoid (human, shapechanger)
Init +3; Senses Perception +5

Resources:
Spell Points: 6/8 (per day)
Tension: 0/6 (combat only, starts at 0 and goes up)
Well of the Soul: 9/9 (per day)

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Defense
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AC 20, touch 17, flat-footed 17 (+3 armor, +3 Dex, +2 natural, +1 shield, +1 untyped bonus)
hp 19 (1d10+9); fast healing (3) (wots)
Fort +8 (-2 vs Natural Heat, +5 Circumstance vs Cold Weather, +5 vs Natural Cold), Ref +4, Will +2; -2 vs Fire and Spells w/ Fire Descriptor, +2 trait bonus vs. charm and compulsion
Defensive Abilities armor class (sublime), heaven’s purity (soulfire), soulfire body; Immune fire, immunity to soulfire, positive energy affinity (sublime), sublime immunities (sublime); Resist cold 10, electricity 10, negative energy 10, resist cold (arctic)
Weaknesses energy focus, focus casting, magical signs
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Offense
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Speed 40 ft.; enhanced speed (sublime)
Melee destructive blast +4 touch (1d6) or
. . unarmed strike +5 (1d4+3) | PA: +5 (1d4 + 5)
. . dual attack +3/+3 (1d4+3) | PA: +2/+2 (1d4 + 5)
Special Attacks breath weapon, channel positive energy (1d6, dc 16) (sublime), gaze of rapture, rapture's burn
Shaman (KP) Spells Known (CL 1st; concentration +7)
. . 1st (5/day)・faerie fire, speak with animals
. . 0 (at will)・create water, detect magic, flare (DC 16), mending
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Statistics
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Str 16, Dex 16, Con 22, Int 14, Wis 12, Cha 22
Base Atk +1; CMB +4; CMD 21
Feats Cantrips, Improved Unarmed Strike, Power Attack, Toughness, Transformation, Weapon Focus (unarmed strike)
Traits birthmark, northern ancestry
Skills Acrobatics +3 (+7 to jump), Diplomacy +10, Heal +7, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (religion) +6, Perception +5, Perform (oratory) +10, Perform (sing) +10, Spellcraft +6, Stealth +7 (-5 In Not-Snowy Conditions, +5 In Snowy Conditions), Survival +5; Racial Modifiers +4 Diplomacy
Languages Common, Elven, Skald, Sylvan
SQ ac bonus, ageless (sublime), animal spirit empathy, bare knuckles, brute sphere, brute: shove, casting, combat training, control weather, cure, destructive blast, dual wielding sphere, dual: dual attack, dual: mercurial flow, empathic link, entangle, equip: balanced defense, equip: unarmored training, fire blast, geomancing, growth, invigorate, pummel, restore, scout, scout sphere, soulfire, soulfire substitution, sublime resistances (cold: 10, elec: 10, neg: 10), tension (max 6), tension techniques, totem secret (spirit sight), weak to heat (arctic), well of the soul (soulfire), wild empathy
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Special Abilities
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AC Bonus (Ex) When wearing light armor or no armor, not carrying a shield, and unencumbered, the striker adds her Constitution bonus (if any) to her AC and her CMD; this bonus cannot exceed her class level. (A 1st level striker with 16 Constitution still gains only a +1 bonus to her armor class from this class feature.) This AC bonus does not stack with any class features which share the same name as it.
This bonus to AC applies even against touch attacks or when the striker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, uses a shield, or when she carries a medium or heavy load.
Ageless (Sublime) (Ex) Though the sublime creature is not truly immortal, it does not suffer the ravages or negative effects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Creatures that advance based on age categories such as dragons still gain the benefits of this advancement. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Animal Spirit Empathy (Ex) +4 bonus using wild empathy on creatures of the same type as your animal spirit
Armor Class (Sublime) (Ex) Increase natural armor by +2.
Bare Knuckles (Ex) The striker gains their choice of Boxing, Brute, or Open Hand as a bonus sphere. If she already possesses Boxing, Brute, or Open Hand, she can choose to gain either a sphere she does not have or a talent from the sphere she does possess. Choice: Brute.
Breath Weapon (WotS) (Su) A soulfire creature can breathe a 30-foot-long cone of soulfire (or substitutes an existing breath weapon attack) once every 1d4 rounds. The breath deals 1d8 points of damage per two HD to each neutral creature or 1d6 points of damage per HD to each evil creature and causes it to gain the blindness condition. Every creature in the area must attempt a Reflex saving throw (DC 10 + 1/2 the base creature’s HD + its Constitution modifier); a successful Reflex save halves this soulfire damage and negates the blindness effect. Neve must spend from Well of the Soul to use this.
Brute Sphere (Ex) Brutes like to throw their weight around, jostling and battering foes to move them about the battlefield. Brute practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike. All practitioners of the Brute sphere gain the following ability: Shove.
Brute: Shove (Ex) As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn.
Cantrips You can create a variety of small magical effects
Casting (CL 1, MSB +1, MSD 12, Concentration +7, DC 16) You can cast sphere effects.
Channel Positive Energy (1d6, DC 16, 9/day) (Sublime) (Su) The sublime creature may channel positive energy as a cleric. Substitute the creature's HD for cleric level to determine how effectively the creature can channel.
Combat Training (Ex) A striker may combine combat spheres and talents to create powerful martial techniques. Strikers are considered Expert practitioners and use Constitution as their practitioner modifier.
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Fire Blast (DC 16) Your destructive blast deals fire damage and can ignite targets
Dual Wielding Sphere (Ex) Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. Whether blending sword and dagger or spinning a double-bladed sword through a dazzling attack routine, few warriors are as awesome to behold as practitioners of the Dual Wielding sphere.
Dual: Dual Attack (Ex) Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty. Associated Feat: Two-Weapon Fighting
Dual: Mercurial Flow (Ex) You deal your full Strength modifier to damage on attacks made with your off-hand attack instead of half. You may treat off-hand attacks as though they were made with your main hand for the purpose of Power Attack or similar abilities. Associated Feat: Dual Slice.
Empathic Link (Su) You have an empathic link with your animal spirit guide.
Energy Focus (Fire) You may only make a destructive blast of a single energy type
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Enhanced Speed (Sublime) (Ex) Increase all the base creature's natural speeds by 10 ft.
Equip: Balanced Defense (Ex) While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.
Equip: Unarmored Training (Ex) Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.

This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Fast Healing (3) (Sublime/Soulfire) (WotS) (Ex) Gain Fast Healing equal to 1/2 Cha Mod for 1 minute/level. In exchange for this significantly reduced healing, she's managed to push more energy into her body and acquire Weapon Focus (Unarmed Strike). Neve must spend from Well of the Soul to use this.
Focus Casting (DC 20) You must make a concentration check to use magic without your focus item
Gaze of Rapture (DC 16) (WotS) (Su) The gaze attack of a soulfire creature can cause ecstasy and damage to any non-good, living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer awe-inspiring euphoria that inflicts a circumstance penalty on attack rolls, skill checks and ability checks equal to the soulfire creature’s Charisma bonus (minimum -1), and also suffer soulfire damage (1d8 to neutral creatures, or 2d6 to evil creatures) each round for 1 round per CR of the soulfire creature. The flames can be put out as per rapture’s burn but the penalty due to euphoria remains for the duration.
Heaven’s Purity (Ex) Reduce alignment-based damage by an amount equal to the base creature’s hit dice.
Immunity to Fire (WotS) You are immune to fire damage.
Immunity to Soulfire (Ex) The creature is immune to the effects of Soulfire.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Life: Cure 1d8+1 (DC 16) Heal a target
Life: Invigorate (Up to 1 temp HP) Grant up to 1 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Magical Signs Your use of magic is obvious to all observers
Nature: Entangle (DC 16) Cause plants to grow rapidly, entangling creatures in an area
Nature: Geomancing (Plantlife) You may command terrain and natural effects to act on your behalf
Nature: Growth Cause plants to grow food instantly
Nature: Pummel Cause a tree to attack enemies
Positive Energy Affinity (Sublime) (Ex) The sublime creature's affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two). This does NOT include the Fast Healing from the Sublime template.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rapture's Burn (WotS) (Ex) A soulfire creature deals soulfire damage (+1d8 to neutral creatures, or +2d6 to evil creatures) in addition to the normal damage it deals on a successful hit in melee. Those affected by the rapture’s burn ability must also succeed on a Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or catch fire (though this is soulfire, not normal fire), taking same amount of soulfire damage for an additional 1d4 rounds at the start of its turn. A rapture creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +2 bonus on this save. Creatures that hit a soulfire creature or a burning creature with natural weapons or unarmed attacks take the same amount of soulfire damage and must make a Will save (same DC) to avoid catching on fire (again this is soulfire, not normal fire). Neve must spend from Well of the Soul to use this.
Resist Cold (Arctic) (Ex) Arctic creatures take only half damage from any cold damage dealt to them. They gain a +5 bonus to Fortitude saves from natural cold dangers, the DC of their Fortitude saves against natural cold dangers does not increase (it’s always DC 15), and they are treated as if wearing cold weather gear.
Scout (Ex) As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Scout Sphere (Ex) Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability: Scout.
Share Spells (Ex) Can cast spells with a target of "you" on animal spirit guide, as touch spells.
Soulfire (Ex) Half the damage dealt by soulfire is fire damage, but the other half results directly from holy power and is therefore not subject to being reduced by resistance to fire-based attacks.
Any non-good, living creature that would be killed by soulfire damage must make a Will saving throw (DC 10 +1/2 the creature’s CR + the creature’s Charisma modifier); failure renders the subject under the effects of a sequester spell with a permanent duration, caster level equal to the soulfire creature’s CR.
Soulfire Body (WotS) (Ex) Soulfire creatures’ bodies gain some of the qualities of elementals. Each time a soulfire creature is exposed to a bleed, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage. Neve must spend from Well of the Soul to use this.
Soulfire Substitution (WotS) (Su) A soulfire creature can modify any spell, magic item, or effect with an energy descriptor to use soulfire instead as a free action. The effect’s descriptor changes to good and fire—for example, a cone of cold composed of soulfire energy is an evocation [good, fire] spell. Neve must spend from Well of the Soul to use this.
Spell Resistance (13) (Soulfire) (WotS) (Ex) You have Spell Resistance equal to 12 + Level. Neve must spend from Well of the Soul to use this.
Spirit Sight (Su) See astral, ethereal, or incorporeal creatures
Sublime Immunities (Sublime) (Ex) Immune to aging, disease, and positive energy damage.
Sublime Resistances (Cold: 10, Elec: 10, Neg: 10) (Ex) Resist Negative Energy 10, increase the base creature's Cold and Electricity resistance by 10.
Tension (Max 6) (Ex) A striker is at home in battle, thriving on the raw energy of combat to fuel her attacks. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round and a striker must be in combat to gain tension):

> Offensive Pressure: Whenever the striker successfully damages a creature with an unarmed strike or makes successful combat maneuver check against a creature to initiate a combat maneuver, she gains 1 tension.
> Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware.
> Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 tension.

Her tension goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, she loses all tension she possesses.
Tension Techniques (Ex) A striker can spend tension in order to accomplish incredible feats and each tension technique can only be used once per round (if an ability does not have an associated action listed, using it is a free action which can be done during anyone’s turn):

1 Tension
> Expert Guard: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus on all saves until the beginning of her next turn.
> Fiery Offense: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of her next turn.
> Light Step: The striker spends a swift action and selects a single creature, all movement she makes until the beginning of her next turn does not provoke attacks of opportunity from that creature.
> Stalwart Form: For each tension a striker spends on this tension technique, she gains DR 1/- until the beginning of her next turn; this damage reduction stacks with similar damage reduction.
> Timely Dodge: For each tension a striker spends on this tension technique, she gains a +1 dodge bonus to her armor class until the beginning of her next turn.

2 Tension
> Critical Knuckle: The striker increases the critical threat range of her unarmed strikes by 1 until the beginning of her next turn; this bonus stacks with other increases to the striker’s unarmed strikes critical threat range, but is applied last.
> Perfect Offensive: The striker automatically confirms a critical threat made with an unarmed strike.
> Swift Focus: The striker spends a swift action to regain martial focus.

3 Tension
> Rapid Pummel: Whenever a striker makes an attack action with an unarmed strike or attempts a combat maneuver check as a standard action, she can spend a swift action to make an additional attack with an unarmed strike with a -2 penalty (she can wait until the results of the attack roll before deciding to use this tension technique) once per turn.
> Second Chance: The striker can reroll a saving throw after the result has been revealed, although she must accept the result of the reroll, even if it is worse.
> Speed Step: The striker can spend a swift action to move up to her speed with whatever methods of moment she possesses.
Transformation (Animalistic Transformation) (Su) You can assume a single alternate form from the Alteration sphere
Weak to Heat (Arctic) (Ex) Arctic creatures suffer a –2 penalty to saving throws against fire damage and spells with the [fire] descriptor. They also suffer a –2 penalty to all Fortitude saves against natural heat dangers.
Weather: Control Weather (Severity 3) You can change the temperature, precipitation, and wind in an area
Well of the Soul (Soulfire, 9/day) (Ex) Unlike most Soulfire creatures, Neve does not have unlimited use of the powers of the soul and doesn't show the signs of its power when it's not in use. Instead, Well of the Soul gives her a pool of points equal to 3 + her Cha Mod. She must spend points from this pool to benefit from her SR, Soulfire Body, Immunity to Fire, Breath Weapon, Rapture's Burn, Gaze of Rapture, and Soulfire Substitution abilities, as well as the Fast Healing of her Sublime template. Points may be spent as a free action, even during another creature's turn. The effect of any given ability lasts until the start of Neve's next turn (except Fast Healing, which has its own rate).
In addition, Neve does not get any ability increases from Point Buy, and is instead locked to what her templates have provided. (This does not apply to normal increases, such as those from leveling or magic items.)
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Sometimes referred to as the Wise Woman of the Forest, Neve was born deep in the depths of Hoarwood. Despite her connection to nature, however, Neve is decidedly unnatural. In fact, her birth was arranged by the Heralds of Summer's Return (Irrisen: Land of Eternal Winter p. 20), an Ulfen remnant group dedicated to the overthrow of the White Witches. The ritual worked, and they were able to infuse her with lively, vital force and the flames of the soul.

Unfortunately for them, the sudden presence of a powerful fire drove the local fey mad, and they slaughtered the local cell of the Heralds before the ritual could be finished. This is why Neve's connection to the Soulfire is limited and she can only draw upon so much of it.

That said, Neve probably would have been killed just after birth if one of the fey lords of the region hadn't decided to keep her alive. Part of it was interest - another part was just to spite the Heralds that had driven him and his people mad for a bit. Over the years, the fey taught Neve a series of druidic secrets, from controlling plants and the weather to healing and throwing blasts of magical flame.

Her studies weren't limited to the unusual spheres, though. They also taught her a number of shamanistic techniques, eventually bonding her to a spirit wolf that she occasionally calls forth. Thanks to this connection, Neve is able to turn into a wolf herself, and often does so when going from place to place.

The fey were able teachers, and by this point were mostly just having fun and seeing how far they could go. Neve's magic was well-developed, but she still needed to be able to defend herself in other ways, so they taught her the techniques of a Striker. While popular in some other parts of the world, especially over the Crown of the World in Tian Xia, there weren't too many in Irrisen familiar with the techniques of lightly-armored warriors. This may have been because most people wanted to wear warmer, heavier things in the first place.

As a Striker, Neve excels at gathering power, then unleashing it on foes in a blistering strike. This is helped a bit by the oddness of her body - while a sublime creature is normally able to heal itself quite quickly, the interruption in the ritual at her birth prevented this from working as it should. Instead, Neve has to trigger the healing with the power of Soulfire - and even then, it's less effective than intended because that extra power supports her body and enhances the speed of her strikes instead (Reduced Fast Healing when activated, and must spend from Well of the Soul to activate at all, but gains Weapon Focus (Unarmed Strike) in return).

Finally, when Neve's education was done, the fey sent her back into the Hoarwood of Irrisen to get the sorts of experiences they couldn't provide. She was better-equipped than most for surviving the harsh weather of Irrisen (indeed, it would have to be very cold indeed to bother her at all), and she soon began to make a name for herself as a friendly wanderer bringing help to those in need.

Neve's skills are varied. Thanks to her upbringing, she's quite diplomatic, and she can often calm people by singing or reciting an epic tale. She also has some formal training in non-magical healing, spellcraft, and general knowledge of geography, nature, religion, and the local region. She knows how to bluff and intimidate people thanks to the force of her personality, but generally prefers not to.

Since returning to the world, Neve has begun exploring the area while trying to avoid too much notice from the White Witches. She's not familiar with the full circumstances of her birth and has no special feelings towards the Heralds, but she does have a healthy fear of the power of the White Witches and doesn't particularly want to provoke them.

When she's not chatting with animals or exploring the wilds, Neve occasionally pops up in a settlement and performs for a bit of food and money. She's especially opinionated on the topic of hospitality - she'll often go out of her way to help people who offer her food and shelter, but has no sympathy for anyone who turns on a guest.

Finally, for all her blessings, Neve does have one noticeable weakness: a problem with heat. She's more vulnerable to things that strike with fire (they're more likely to affect her in the first place, and she's less resistant to them), and she's not good in hot climates. This isn't much of a problem in Irrisen, but it does mean she tends to avoid areas that are heated up too much. She can protect herself from flame for a time by calling on her Soulfire, allowing her to run through a burning building without harm if need be, but that's a very limited source of protection and not able to last more than a minute even if she dedicates everything to that.