Undrella

Nijena's page

72 posts. Alias of CaveToad.


Full Name

Nijena

Race

Aasimar (Garuda Blooded - Plumekith)

Classes/Levels

Cleric 1/Wizard 1 (Gestalt) [ AC: 15 T: 15 FF: 10 | HP: 9/9 | CMB: +5 CMD: 20 | F: +2 R: +5 W: +5 | Init: +5/+7 Per: +8 ]

Gender

Female

Size

Medium (6'4" 170 lbs)

Age

108

Alignment

LN

Deity

Erastil

Languages

Common, Celestial, Draconic, Elven, Dwarven, Abyssal

Strength 9
Dexterity 20
Constitution 10
Intelligence 18
Wisdom 16
Charisma 12

About Nijena

Class: Cleric 1 (Domains: Feather, Growth)/Wizard 1(Universalist/Arcane Crafter) - Gestalt
Alignment: LN
Deity: Erastil
Race: Aasimar (Garuda Blooded/Plumekith)
Size : Medium
Init +5 (+7 during surprise round); Senses Perception +8 (rank +1, class skill +3, Wis +3, Eyes of the Hawk +1), Darkvision 60'

Background and Appearance:

History
Over a century ago, celestial hunters and explorers, servitors of Erastil, discovered a cache of eggs hidden deep in a magical vault in an obscure pocket dimension. The vault and its contents were held in magical stasis and there were clues that the contents may have been there for centuries, possibly even thousands of years. Three of the eggs hatched into small feathered humanoids. The celestial caretakers determined the newborns were Garuda blooded but were unable to determine other parentage even through extensive divination. The Celestials gave the newborn hatchlings over to an association of Elders on the prime plane for raising and careing. Over the next century the three sisters were raised by the Elders, training in a remote mountain temple aerie, taught divine and arcane magic, spellcraft, alchemy and trained to uphold celestial order. Nijena and her sisters spent most of their existence in this aerie. Eventually, her training complete, Nijena seeks to find a role for herself as the upcoming war looms while also trying to discover her origins. Those that found her only know of a single name and a variety of runes they noted from the vault they procured her egg. She also keeps a metallic quicksilver like substance that was in the egg with her as she was born. This mysterious substance of unknown purpose has baffled her celestial adopted parents, mentors and sages. Both of her sisters were also born with this quicksilver substance in their eggs.

Appearance
Pic1
Pic2
Pic3
Pic4
Nijena is very tall, thin, fit, lithe and graceful. Her movements are quick and birdlike, showing her ancestry. Her skin is pale and her body is covered in soft downy feathers in some places, growing to longer feathers on her arms and legs. Instead of hair on her head, she has long colorful plumage that hangs over her shoulders, that can be popped up like a peacocks tail. Her eyes are yellow and hawk-like. She has four wings on her back which aid in her flying. Most of her
plumage is greyish-white, although on her head it is very colorful,and the feathers on her wings turn to a shade of crimson at their tips. Her feathers also have an almost metallic sheen to them, and the small talons on her hands are metallic, silvery in color. Her Common speech has a thick accent as most of her life she has spoken Celestial. Nijena disdains clothing and wears only a few straps or sashes to hold her equipment. She has many bird-like habits, for example sleeping (what little she needs) sitting up, her wings wrapped around her, her feathers keeping her warm. She is a skilled archer, and carries with
her a bow for use in battle.

Personality
Within her burns a fiery passion, the impetuous blood of the Garuda, however she was raised by more orderly and structured Elders, and is very disciplined. She has learned how to channel this passion into a drive for mastery and power. Since she needs little sleep she spends her free time reading or practicing meditation or in prayer communing with nature. She has a larger planar view of the natural order, and while she respects the natural world and works to preserve the natural balance, she understands the supernatural world as well, and sees outsiders, elementals, and undead as part of this order, not confining her mind to only the prime material. She understands the balance of
good and evil, and while shes tries to preserve life, she realizes that death is a necessity and even animals can be cruel. She seeks to understand her own origins, her heritage and to grow her skill and mastery of magic. She is singly focused and disciplined in obtaining power and understands her potential.

Goals
Nijena is driven to unlock secrets, divine and arcane. While serving Erastil and maintaining natural order and balance, promoting Erastil's tenets, she seeks to perfect herself and be a better agent, looking to the powerful celetial beings who discovered her. She looks to dabble in more craft, eventually mastering the arts of magical items, constructs, alchemy and summoning. As a spirit of the natural world, she enjoys flying, archery and exploration. She wants to learn and research where she came from, why her eggs was stored in a protected vault that no one might ever find. She wants to know what the name is and what the runes mean that were in the vault. She keeps close ties to her sisters, powerful casters in their own right, and maintains contact with her mentors.

Friends and Family
Sisters: Harjuni and Seliva (also plumekiths)
Servants of Erastil: Other priests, celestials in his service
Students at the Storm Mountain Order of Magic: other wizards at the celestial mountain aerie where she studied arcana
Melkin: Old alchemist who taught Nijena some very basics about alchmemy including a few ancient secrets.
Boran: Scholarly sage

Stats:

Str 9 (-1), Dex 20(+5), Con 10(0), Int 18(+4), Wis 16(+3), Cha 12(+1)

Defense:

AC 15, touch 15, flat-footed 10 (+5 dex)
CMD 20 (+6 BAB, -1 str ,+5 dex)
hp 9 (1d8(8) +1 FCB)
Fort +2 (base 2)
Ref +5 (base 0, stat 5)
Will +5 (base 2, stat 3)

Offense:

BAB* +6/+1, CMB +5 (BAB +6, -1 str)
* +6 bonus to BAB from special campaign ability
Move Speed 30' Fly 20' (Average*)
*Modified by Feather domain
Attacks:
Normal
Composite Longbow +1 (+10/5) (+6 BAB, +5 dex, +1 bow, -2 str) 1d8/x3/110'
Composite Longbow +1 - Point Blank (+11/9) (+6 BAB, +5 dex, +1 bow, -2 str, +1 PB) 1d8+1/x3/110'
Enlarged
Composite Longow +1 (large) w/regular arrows (+11/+6) (+6 BAB, +5 dex, +1 bow, -1 size) 1d8+1/x3/110'
Composite Longow +1 (large) w/large arrows (+11/+6) (+6 BAB, +5 dex, +1 bow, -1 size) 2d6+1/x3/110'
Composite Longow +1 (large) w/regular arrows - PB (+12/+7) (+6 BAB, +5 dex, +1 bow, -1 size, +1 PB) 1d8+2/x3/110'
Composite Longow +1 (large) w/large arrows - PB (+12/+7) (+6 BAB, +5 dex, +1 bow, -1 size, + 1 PB) 2d6+2/x3/110'
Gravity Bow
Composite Longbow +1 (+10/5) (+6 BAB, +5 dex, +1 bow, -2 str) 2d6/x3/110'
Composite Longbow +1 - Point Blank (+11/9) (+6 BAB, +5 dex, +1 bow, -2 str, +1 PB) 2d6+1/x3/110'
Gravity Bow + Enlarged
Composite Longow +1 (large) w/regular arrows (+11/+6) (+6 BAB, +5 dex, +1 bow, -1 size) 2d6+1/x3/110'
Composite Longow +1 (large) w/large arrows (+11/+6) (+6 BAB, +5 dex, +1 bow, -1 size) 3d6+1/x3/110'
Composite Longow +1 (large) w/regular arrows - PB (+12/+7) (+6 BAB, +5 dex, +1 bow, -1 size, +1 PB) 2d6+2/x3/110'
Composite Longow +1 (large) w/large arrows - PB (+12/+7) (+6 BAB, +5 dex, +1 bow, -1 size, + 1 PB) 3d6+2/x3/110'

Feats:

Armor Proficiency-light (free)
Armor Proficiency-medium (free)
Shield Proficiency (free)
Simple Weapons (free)
Scribe Scroll (free)
Point Blank Shot (1st)

Skills:

Trained:
Spellcraft +8 (rank 1, class skill 3, int 4)
Fly +14 (rank 1, class skill 3, dex 5, race 2, familiar 3)
Perception: +6/+8 (rank 1, class skill 3, wis 3, domain 1)
Knowledge Arcana +8 (rank 1, class skill 3, int 4)
Knowledge Nature +8 (rank 1, class skill 3, int 4)
Knowledge Planes +8 (rank 1, class skill 3, int 4)

Untrained:
Heal +3/+5 (wis 3, kit 2)
Acrobatics +7 (dex 5, race 2)
Appraise: +4 (int 4)
Bluff: +1 (cha 1)
Climb: -1 (str -1)
Diplomacy: +1 (cha 1)
Disguise: +1 (cha 1)
Escape Artist: +5 (dex 5)
Knowledges, Untrained +4 (int 4)
Perform: +1 (cha 1)
Sense Motive: +3 (wis 3)
Survival: +3 (wis 3)
Swim: -1 (str -1)

Special Abilities:

Bonus Spells: 3 bonus spell levels/day to be split among classes and spells.

(Special ability for campaign)
CLERIC

Channel Energy (Su) (4/day 1d6) DC 11 (10+1/2 cleric level+cha mod)
Orisons ( 0 level spells, not expended when cast )
Spontaneous Casting (convert spells to "cure" spells, chosen: heal)
Favored Weapon: Bow
Aura (Ex)
A cleric of a lawful deity has a particularly powerful aura.
Domains
Feather(Animal):You treat Knowledge (nature) as a class skill.

Add Fly to your list of class skills. (Per DM changed to add Perception to list of class skills )

In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). (per GM decision this bonus is granted to natural flight and replaces the bonus granted to fly spells)

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions)

Growth(Plant):
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells:
1st: calm animals, enlarge person

WIZARD
Scribe Scroll Bonus Feat

Universalist:

Metamagic Mastery (Su)

At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th.

Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Arcane Crafter:
Metacharge (Ex)

As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Cantrips ( 0 level spells, not expended when cast )
Arcane Bond: Familiar (Snail Kite)
Familiar Abilites:
Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe. This ability replaces alertness and improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Racial
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. (These values increase to 7 due to Unscathed trait)
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark 60 feet.)
You have a natural fly speed of 20 feet (poor*). - Replaces SLA
* modified to Average due to Feather Domain. Fly speed grants Fly to class skills
Plumekith: +2 to Fly and Acrobatics Skills

Traits:

Alchemical Prodigy: Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. Spell Chosen: Shillelagh
Unscathed: Each type of energy resistance you have (if any) increases by 2 points.
Awaked from Stasis: You gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Drawback:Power Hungry: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Languages:

Common, Elven, Dwarven, Celestial, Draconic, Abyssal

Equipment:

composite longbow +1 (3 lbs)
20 large arrows (6 lbs)
20 normal arrows (3 lbs)
signal whistle
candles (10)
trail rations 10 days (10 lbs)
animal feed bird 2days (1 lb)
travelling spellbook#1 (1 lb)
cup
spell components pouch (2 lbs)
belt pouch (1/2 lb)
scroll box (1 lb)
scrolls (mage armor, winter feathers, floating disk, shield, abundant ammunition, cure light wounds x5)
healers kit (1 lb)
wooden holy symbol
ball 2"
dice 1
marbles

backup spellbook (3lbs) (kept safely at home)
weight total= 28.5 lbs
Capacity: 30lbs and less is a light load

Typical Prepared Spells:

Cleric
DC = 13 + spell level
Normal:
Level 0 (prepare 3): resistance, create water, stabilize
Level 1 (2/day): shield of faith, divine favor
DOMAIN:
Level 1: enlarge person

Wizard:
Level 0 (prepare 3): mage hand, prestidigitation, detect magic
Level 1 (prepare 2): gravity bow, color spray, long arm, shield, mage armor

Snail Kite Familiar:

( uses hawk stats )
Snail Kite Picture
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8*) (Hp=half of master's)
* HD = master's for certain purposes
Fort +2 (base 2), Ref +5 (base 2, dex 3), Will +4 (base 2*, wis 2)
* uses master's base

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +11 (1d4–2) (+6 BAB*, +3 dex, +2 size)
*Familiars use master's BAB
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
BAB +6
CMB +7 (BAB 6, dex 3*, size -2)
* Tiny creatures can use dex instead of str for CMB
CMD 15 (base 10, BAB 6, str -2, size -2, dex 3)

Feats: Wingover, Combat Reflexes, Bodyguard
Skills:
Perception +14 (rank 1, class 3, wis 2, racial 8 )
Fly +11 (rank 1*, class skill 3, dex 3, size 4)
Spellcraft -1 (rank 1*, int -2)
Knowledge Religion -1 (rank 1*, int -2)
Knowledge Arcana -1 (rank 1*, int -2)
Knowledge Nature -1 (rank 1*, int -2)
Knowledge Planes -1 (rank 1*, int -2)
* Rank inherited from master

Can carry 10lbs or less as a light load

Stat Rolls:

Stat rolls and placement:
Str 3,3,3=9
Dex 6 6 6=18 +2 racial=20
Con 4,3,3=10
Int 6 6 6=18
Wis 5 5 4=14 +2 racial=16
Cha 6,3,3=12

BAB: 6
Spells: 3

Bookkeeping:

composite longbow +1 free
20 large arrows 2 gp
20 normal arrows 1 gp
signal whistle 8sp
candle (10) 1sp
trail rations 10 days 5gp
animal feed bird 2days 1sp
travelling spellbook#1 20g
cup
backup spellbook 15gp
spell components pouch 5gp
belt pouch 1gp
scroll box 5gp
scrolls (10) TBD 125gp
healers kit 50gp
wooden holy symbol 1gp
ball 2" 8cp
dice 1 sp
marbles free

total: 231.08gp
budget: 240gp
remaining: 8.92gp

Spellbook Pages:

traveller book #1:
level 0 spells: 28 pages for 28 cantrips
level 1 spells: 6 pages for 6 spells
backup spellbook #1:
duplicate of traveller #1