Genie

Nisli Griova's page

16 posts. Alias of rdknight.


Full Name

Nisli Griova

Race

Sylph Sky Druid / DG Ashifta Witch 4 | HP: 41/41 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +4, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Gender

Female

Size

Medium

Age

68

Alignment

NG

Deity

Gozrah

Languages

Taldane, Auran, Sylvan, Druidic, Elven, Ignan, Aquan

Homepage URL

Nisli Portrait

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 17
Charisma 9

About Nisli Griova

Statistics:
Female Sylph Sky Druid / DG Witch (Ashiftah) 4
NG Medium Outsider (Native)

Init +3; Senses Perception +9
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DEFENSE
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AC 17, touch 13, flat-footed 14
hp 41
Fort +6, Ref +4, Will +6
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OFFENSE
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Speed 30 ft.

Melee +3

Ranged +6
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STATISTICS
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Str 10 = PB 0 Race 0 BGD 0; Dex 16 = PB +5 Race +2 BGD 0; Con 14 = PB +7 Race -2 BGD 0 Level 4 +1; Int 18 = PB +10 Race +2 BGD 0; Wis 17 = PB +7 Race 0 BGD +2; Cha 9 = PB +1 Race 0 BGD -2
Background: Chirurgeon (+2 WIS, -2 CHA, Background Skills Perception, Heal)
]Boost: Spellcasting (Druid)
Average BAB (Druid): d8 HP, Simple + 1 Martial Group (Bows), Light Armor.
Base Atk +3; CMB +3; CMD 16
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TRAITS
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Magical Lineage:
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Slippery:
You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you. Want to make a sneaky character with a non sneaky class? Take this, or another like it. Definitely worth a trait.

Drawback

Naive:
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers

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FEATS
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Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Extra Hex (Misfortune):
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

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SKILLS (40 points; 16 class, 16 INT, 8 Background)
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Acrobatics* +6 = DEX 3+3+0
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Appraise +4 = INT 4+0+0
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Athletics +5 = STR 0+2+3
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Bluff -1 = CHA -1+0+0
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Craft (Calligraphy): +9 = INT 4+2+3 (+2 Background)
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Diplomacy +3 = CHA -1+1+3 (+2 Trait for Gather Information)
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Disable Device*† +3 = DEX 3+0+0
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Disguise -1 = CHA -1+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +3 = CHA -1+1+3
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Heal +9 = WIS 3+3+3 (+3 Background)
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Intimidate -1 = CHA -1+0+0
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K (Arcana)† +9 = INT 4+2+3
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K (Dungeoneering)† +4 = INT 4+0+0
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K (Engineering)† +4 = INT 4+0+0
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K (Geography)† +8 = INT 4+1+3 (+1 Background)
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K (History)† +8 = INT 4+1+3 (+1 Background)
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K (Local)† +11 = INT 4+4+3
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K (Nature)† +13 = INT 4+4+3+2
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K (Nobility)† +4 = INT 4+0+0
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K (Planes)† +8 = INT 4+1+3
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K (Religion)† +5 = INT 4+1+0
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Linguistics† +4 = INT 4+0+0
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Perception +10 = WIS 3+4+3 (+1 Background)
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Perform -1 = CHA -1+0+0
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Profession† +3 = WIS 3+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +3 = WIS 3+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +10 = INT 4+3+3
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Stealth* +15 = DEX 3+4+3+4 (+4 Sylph)
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Survival +11 = WIS 3+3+3+2 (+2 Nature Sense)
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Use Magic Device† -1 = Cha -1+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 K Nature & Survival (Nature Sense)
+4 Stealth (Whispering Wind)
+1 Diplomacy (Gather Information) & K Local/Diplomacy in Class (Affable Trait)
+1 Stealth and in Class (Slippery Trait)

Languages Taldane, Auran, Sylvan, Druidic, Elven, Ignan, Aquan

Special Abilities:

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SPECIAL ABILITIES
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SYLPH:

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

Air Insight:
Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature’s ally spells that the sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.

Thunderous Resistance:
Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.

Whispering Wind:
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

DRUID (Sky:)

Nature Bond (Domain):

Air (Wind):

Domain Spells:
1st—Whispering Wind, 2nd—Wind Wall, 3rd—Gaseous Form, 4th—Air Walk, 5th—Control Winds, 6th—Wind Walk, 7th—Elemental Body IV (air only), 8th—Whirlwind, 9th—Winds of Vengeance.

Wind Blast (Su):
As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

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 (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.

Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Sky’s Embrace (Su):
At 2nd level, a sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed, and may use her Fly skill in place of Acrobatics when making jump checks. This ability replaces woodland stride.

Resist Storm (Ex):
At 4th level, a sky druid gains a +4 bonus on saving throws against spells with the air or electricity descriptors and against effects that control or modify the weather (such as sleet storm). This ability replaces resist nature’s lure.

WITCH (Ashifta):

Protecting Veil:
An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.
This ability replaces familiar.

Ghostwalk (Su):
Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.
This ability replaces the hex gained at 2nd level.

Hexes (DC 16):

*Evil Eye (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

*Cackle (Su):
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

*Misfortune (Su):
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spells:

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Spells
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0th (4 at will) DC 13

1st (3+1/day) DC 14

2nd (2+1/day) DC 15

3rd (2/day) DC 16


Gear/Possessions:

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GEAR/POSSESSIONS

Magic Items

Cloak of Resistance +1
Pearl of Power (1st Level Spells)
Travelers Any Tool

Consumables

Wand: CLW (50)
Wand: Shillelagh (50)
Origami Swarm (1)
Scroll: Air Bubble
Scroll: Endure Elements
Scroll: Commune With Birds
Scroll: Faerie Fire
Scroll: Ashen Path
Scroll: Seed Spies
Scroll Lesser Restoration
Potion: CLW
Acid Flask (2)
Alchemists Fire (2)
Antiplague (2)
Antitoxin (2)

Mundane

MWK Sickle (Cold Iron)
MWK Sickle (Silversheen)
Club
Longbow
Arrows (40)
Dagger
MWK Leather Lamellar Armor
Darkwood Buckler
MWK Backpack
Grooming Kit
Belt Pouch x2
Notebook
Pen & Ink
Flint & Steel
Candles x10
Soap
Spell Component Pouch x2
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (15 sheets)
10" Reed Tube

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 5 GP 4 SP 8 CP

Background:

Nisli has lived a few miles outside of town for several years now. She’s not from the area, but has adopted it as her home at least for a while. The road that brought her to her current location was a long and winding one, and she is where she is now due almost entirely to accident.

Nisli was born in Edme, where both her parents were instructors at Torvin Academy. Achard, her father traveled widely as a naturalist in his younger years. One such expedition took him to Casmaron in search of giant kangaroo specimens. He came back without any (he should have gone farther north), but did bring his new wife, Saphon. Saphon’s ancestry was Keleshite, and apparently genie-kin to some extent as well, since their daughter was born a sylph.

Saphon, well trained in arcane arts, joined Achard as a faculty member at Torvin Academy. At the time Hosetter was Dean of the academy and Nisli’s parents were on familiar terms with him. This connection would doom both of them several years later. Hosetter of course was arguably the single most important philosopher upon which the initial principles of Galt’s revolution were based. When Hosetter’s initial Revolutionary Council fell amid the ongoing strife and violence in Galt, all those who had known him also became politically suspect.

Nisli’s parents had never been political, the most Achard had done was write a couple of speculative works on basing rights in an understanding of natural laws. Saphon’s principle offense was being foreign born. Both of them were tried in the wake of Hosetter’s execution and also condemned to death.

The executions took place 48 years ago, when Nisli was 20 and still very much a child. Conditions in Galt were increasingly disastrous, with disease and famine rampant. Left without anyone to care for her, and too young to make a living in the city on her own, Nisli left Edme and retreated into the Boarwood. She took only a few things with her, packing for survival while living rough. Her kit included three keepsakes: her father’s trusty traveler’s any tool, a intricately decorated headscarf that had been in her mother’s family for a couple of generations, and a silver necklace with a pendant made of three interlinked silver circles. Each circle is engraved with a name Achard, Saphon, and Nisli.

Nisli had learned woodcraft and survival from her father well enough to get along fine in the wilderness, and over time her skills continued to improve. For a few years she thought of her life in the forest as temporary. She planned to wait out the strife and return to Edme when things had returned to normal. But things never did; they only seemed to get worse.

Eventually Nisli moved on from Edme, thinking that maybe things would be better in other places, perhaps smaller towns. She less traveled than wandered, with no particular destination or direction in mind. Over the next couple of decades she came to realize there were no places in Galt that would be welcoming. Suspicion had become a habit among its people. People who were in good standing one day might be denounced the next. Being a perpetual stranger, with an unusual appearance, did her no favors at all.

For a long time her exile to the wilderness was painful for Nisli. Living in the forests and wild places wasn’t the problem; she quickly grew comfortable with it. But she missed people. While Nisli had never been good with people, she was always curious about them. While early on she sometimes took risks trying to befriend people in nearby towns, it never really worked out. Being hunted as a supposed enemy agent, or just because she wasn’t a local a few times broke her of the habit. At a certain point she began to think of herself as more a creature of the wilds than a citizen of anything, or a member of any group of people.

When she wandered on outside of Galt’s borders, her fortunes changed considerably. Nisli wasn’t necessarily welcomed with open arms when she wandered into a town or settlement, but there was none of the old hostility like in Galt. It took a while to break some habits, she’s still never actually resided inside any settled place, but she learned to maintain a more symbiotic life with settlements. She stayed in one place longer, there were some people who she knew, and knew her by name. Nisli found she could make some money as a healer and did so. After a while she would move to another location though, the ties she’d made weren’t string ones, and the people she knew changed and aged quickly. She worried her relative stasis compared to them would be too strange, and they would begin to fear her or turn against her.

Nisli’s current adopted place finds her at the apex of her integration. She has no plans to move on, although she’s been nearby for a number of years. Her old curiosity about people has returned. Rather than going to town monthly or maybe weekly, she goes as many days as not. Still, Nisli considers herself a visitor, an observer, rather than a resident. Her real home is the forest. She knows it best and most intimately. She has learned to revere it and draw upon its power. Just as she loves it, it loves her back.

Appearance and Personality:

Height: 5'6" | Weight: 110 lbs. | Hair: Platinum Blonde | Eyes: Pale Blue

Appearance

Nisli is tall and quite slender, as is typical of sylphs. Her hair and complexion are both colorless by typical human standards. Her white is almost white in its blondness, while her skin is milky white with a slight bluish undertone. Her eyes a likewise a pale blue. The light blue swirls and lines that move across her skin do so slowly when she is calm, so much so that a casual observer would take them to be tattoos that seem different given some passing time. However the marking darken and move more swiftly if Nisli is excited, upset, nervous, or angry.

At 68 years old, Nisli is now in her young adulthood. But her figure, along with her still round, babyish face makes her seem younger. Her front teeth are a bit large, which can sometimes reminds others of a chipmunk. She might be quite pretty with more maturity.

Nisli dresses in utility minded clothing, trousers, shirts, and coast of sturdy hard wearing materials. She now owns a dress she bought, which she occasionally wears to town if she feels that she should make the best impression possible.

Personality

If it weren’t for her unusual appearance, Nisli could easily go unnoticed in a room people. She is bashful and not assertive.

Nisli long history of isolation has left her unpracticed and lacking in social skills. She has always been very bright and quick to learn, this was apparent even when she was a small child. Her intelligence tends to work against her socially though. She is terrible at small talk, can over-explain things, or talk over people’s heads in ways that seem condescending even if that isn’t her intent. When experiencing strong negative emotions and feeling uncomfortable, Nisli often stammers.

Nisli has many good qualities. She is extremely kind. She’s thoughtful and helpful. She is honest, and in any case quite bad at lying. She doesn’t manipulate people or try to use them for her own ends. However, her reluctance to talk about herself in depth doesn’t typically make these things readily apparent to others.

If Nisli isn’t very good at getting others to see her best qualities, she very good at keeping what may be her worst characteristic from being known. Nisli’s need to ferret out the details of people’s lives is a compulsion. She is an excellent listener and observer, and she’s almost always listening in and watching. She writes down all the things she learns about people and has quite a few very carefully hidden and guarded journals full of information, some of it extremely private on the townsfolk.

Nisli would never share any of the information she collects. Things like blackmail or embarrassing people aren’t the point at all. It’s the collection of the information. Finding out secret or little known things motivates her. Writing it all down to keep is a sort of trophy collecting she engages in.

Nisli prefers to avoid conflict, or risking negative reactions from people. While a traditional gossip might work hard to know all the same things that Nisli does, they would be using social channels and exchanging information. Nisli must sneak about and do it in underhanded ways, but she is very good at it. Although people may sometimes get the feeling she is watching them or listening in on conversations, nobody realizes the true extent of what she is doing and what she knows.

Nisli isn’t judgmental about people. She (correctly) sees herself as apart and different from them. Just as a person might observe animals to understand their behavior, she does this to try to better understand humans (and other humanoids). In theory she should be able to use it to better understand and interact with people, but it hasn’t worked for her so far. Her shyness prevents her from practicing very much.

When Nisli goes “stormy” in emotionally taxing situations it can intimidate others. As the patterns on her skin darken and move more quickly, and perhaps her hair moves as if there is a breeze, it can look as if magical power is building inside her. Actually it’s nothing of the sort, just the sylph version of blushing or a reddening face.

Nisli understands her nature magic quite well. It is a gift from both Gozrah and the natural world itself. However there are certain unnatural things Nisli can do as well. She has figured out the source of it is more or less the headscarf that belonged to her mother, her grandmother, great grandmother, and possibly back. What she does not understand is the nature of the bond she has with it, and what exactly it could potentially allow her to do. She has researched it some over the years as libraries and other sources of books have been available and believes one of her ancestors, the original possessor, was a particular kind of witch called 'Ashifta' that served a military role in Qadira, but the information she has found is sketchy. Nisli wears the headscarf in some fashion at all times.