Hikal Balatum

Nyswyn Greenseyn's page

201 posts. Alias of Ariarh Kane.


Full Name

Nyswyn Greenseyn

Race

Dwarf (Strong-Blooded)

Classes/Levels

Druid (of the Leaf Order) 1| HP 20/20; AC 15/17 with raised shield| F:+5 , R:+4, W+9| Perception +6; Darkvision| Speed: 20 f|1 berry remaining, 2/2 Focus Pts

Gender

Female

Size

M

Age

25

Alignment

LN

Deity

The Green Faith

Location

Otari

Languages

Common, Dwarven, Druidic, Sylvan

Occupation

Guardian of the Wildlands; Herbal Healer

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

About Nyswyn Greenseyn

Physical Description:

Age: 25 (reached adulthood)
Height: 4'3"
Weight: 145 lbs (66 kgs)
Body type: She is broad and sturdily built (comely in a dwarf's opinion). Round face, high cheekbones with strong jaw and dimpled chin.
Eyes: Large, oval, hazel-green in colour, framed by long, full dark eyebrows and long dark eyelashes.
Hair: Dark brown (the colour of earth), thick/full-bodied, wavy and long. The sides are lifted up in small braids. Fresh, fragrant twigs adorn the back of her hair.
Skin: Healthy and tanned - radiating a warm undertone due to the time she spends outdoors.
Mouth/Lips: Wide mouth and full lips.

Image of Nyswyn
Image of Leshy: Verdant Skydancer/'Verdi'

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Personality/Disposition/Demeanour:

Considered the 'oddball' in her own (extended) dwarven family due to her affinity with plants and animals. Those in town who know of her by reputation or gossip alone (but do not know her personally) would say she's the loony lady who talks to plants and enjoys hanging out in the dangerous hinterlands/forests. Ness certainly has an unbridled zeal for her work with the Natural world (a true advocate) and makes no apology for it. She relishes the reputation with good humour/grace. She's honourable and keeps to her word/promises. She has a strong personal moral code and will defend what she believes in and won't be browbeaten into compromising or giving in. The dwarven sternness rears its head when people desecrate, destroy or impede upon the natural places, such as excessively harvesting timber without planting seedlings to replace what has been taken/used. She possesses a quirky humour and can be found, often, laughing/chuckling at her own jests/quips. Warm, caring, compassionate - values life and will do what she can to support/sustain it. Hasn't very many friends (outside of the multitude of plants and animals, which she prefers over people) or family members, however she does value tradition and family and is loyal and protective. Her leaf leshy familiar, Verdant Skydancer/"Verdi", is like her child and she won't stand for any harm to befall the tiny creature. She is outspoken and can be pushy when she's passionate about something (making some believe she's stubborn and set in her ways). She marches to the beat of her own drum (very much her own person). She's of the mind, "Take me as I am, or, leave me. It doesn't matter much to me." She believes in the old ways and this can be demonstrated in her herbal remedies for what ails others, rather than anything produced in a laboratory.

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Backstory:

A small contingent (around ten) of her maternal dwarven kin had come over from Kings Crown in the Five King Mountains. They were smiths in main. They lived and worked on the surface, in relative harmony, alongside the humans and other races (except for the few goblins in town who they will not associate with and the half-orcs they shun) of Otari.

Her half-brother, Nokham Seaforge, and she were surface born, although as children they spent time playing on the cliffs/mountains around the small settlement and exploring the depths of some of the many (ancient) caverns found there (her elder brother more than she). Nokham was ten years her senior, and when his father had died in a rocky avalanche, their mother remarried and gave birth to her. Although they were as different as siblings could be (in looks and disposition), they respected each other and were loyal. Blood was blood, their mother Brynja had often reminded them amid petty squabbles and misunderstandings. When she was 12 summers old, her own father Airgor was killed in an accident at The Giant's Wheel, and so they were left in the care of their grieving mother and two uncles (and their families).

Even in her early years, it was evident that she was different to her clansmen. She did not possess the acumen nor the desire to work the forges of the smithy. The hammering set her teeth to edge and so she would escape to the forest edge of the Immenwood, laying down in the tall grasses and letting the sweet song of the wildlands move over her. Over the years, she pressed deeper into the forest, learning what plants and herbs grew within and what creatures called the Immenwood home. She didn't venture into the deepest and darkest/twisted parts of the hinterland, for even she knew to respect (even be uneasy around) the more older, ancient power and creatures that resided within the centre. Within the forest's green arms, she would meditate and learn to understand the wild magic that resided in all living things and how it moved around and fed living matter. It was around her eighteenth summer that she (in her heart of hearts) truly became a guardian of the wild lands for she saw how Otari was stripping the land - for the lumber was rapidly growing in demand outside of the settlement. This did not sit well with her. For every tree felled, she began planting seeds and tending to the seedlings ensuring they would survive and grow strong.

Her half-brother was employed as a smithy at Blades for Glades crafting saws, axes and other tools the lumberjacks required to do their work. He and the other male clansmen were skilled smiths - the cousins working to produce quality shields and weapons.

It was before her nineteenth year that she found an empty cavern in the Immenwood and claimed it as her own. With furs to keep her warm at night and her essential gear, she made a home for herself, there, and would only come into town once a week to see her family and purchase a few provisions. Her entry back into Otari would embarrass her brother as she would come in, looking wild and happy, and not notice, nor care for, the stares and whispers. Her mother was not entirely happy with the arrangement, yet she would not force her only daughter to live among people and forsake her beloved forest. Brynja didn't understand the appeal of the wildlands, for the earth granted them treasures and not the leaves, trees and flowers. Ness made herself a mouthpiece for the land/forest and would advise the lumberjacks and traders on the trees and the rightful way to harvest and grow them. Growing plants was easy for her; talking to them and the animals who resided in the Immenwood felt as natural as breathing.

The years passed, and she was finally a grown dwarf. From the tallest rowan tree something floated down through the dappled light and landed not far from her and studied her. It as a tiny leaf leshy, yet it was something other - embodying one of the many spirits of nature. She named her 'Verdant Sundancer' - a name that the tiny leshy seemed to approve of. In no time, she began calling her by the pet name of 'Verdi' and they were inseparable. During her daily meditation among the trees and grasses, Verdi perched on her shoulder, she began seeing the strands of power and drawing upon the natural magic around her and she soon found she could harness it as minor spells.

Each week she made her trek into the town proper, Verdi sitting on her shoulder as always; her tiny green leaves fluttering in the breeze, lifting her sweet face to the sun so each strand and vine could be seen on her tiny form. Ness, holding a staff/walking stick in one hand, would whisper and laugh with the leshy and this only made the townsfolk think her more of a loon (although they appreciated her talent with herbs, balms and the planting of gardens). She would assist the town's clerics when the demand for healing was high and the healers stretched with the many accidents suffered by the lumberjacks. Ness continued to oversee the lumber trade to ensure they were not despoiling the land in their objective of making more and more coin. Not on her watch.

Backstory connection with Airi and Tannakin - Three girls and a tree fort:

Seven years ago, Airi and Tannakin had built a tree fort just outside of the town proper. One day Airi saw Nys wandering at the edge of the forest and invited her to join them, knowing the 18 year old dwarf loved the forest and anything of nature (and spent her time living in, and learning from, the forest). Not long after Nys' arrival, Tannakin's wild wit had somehow provoked the younger half-elf Airi and the girl shoved and accidentally pushed Tannakin over the edge of the tree fort. Tannakin landed on the ground with some minor painful and bleeding wounds (thankfully no broken bones - just a minor sprain). Airi and Nys came down to aid Tannakin (Airi apologetic and Nys searching about for herbal aid in the form of leaves/wild herbs, moss and sticks and soft bark to dress the wound and strap the ankle until the girls could get back into town. This moment bonded the trio, and Airi, Tannakin and Nyswyn became the best of friends. Airi was delighted by Nys' companion, Verdi, lavishing the leaf leshy with much attention.

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Name: Nyswyn Greenseyn (pronounced Ness-win Green-sain) (pet name: Ness)
Ancestry: Dwarf Heritage: Strong-Blooded Background: Plant Whisperer
Class: Druid Druidic Order: Leaf Deity: The Green Faith
Alignment: LN Size: Medium Traits: Dwarf, Humanoid
Perception (T) +6 Senses: Darkvision
Languages: Common, Dwarven, Druidic, Sylvan Hero Points: 3/0
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AC (T) 15 (17 with raised shield), Fort(T) [+5], Ref(T) [+4], Will(E) [+9]
Resistances & Immunities: Poison Resistance 1 (from Strong-Blooded)
HP 20 (10Dwarf+8+2CON)
Class DC (T) 17
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Speed 20 ft
Melee Staff(T) +4, 1d4 B dmg (one-handed)/1d8 B dmg (two-handed)
Melee Clan Dagger(T) +4, 1d4 P dmg (one-handed)
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Str12(+1) Dex12(+1) Con14(+2) Int12(+1) Wis16(+3) Cha 12(+1)

Skills
Diplomacy (T) +4 (1CHA+3Prof) (Wild Empathy: You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.)
Lore (Plant) (T) +4 (1INT+3Prof)
Medicine (T) +6 (3WIS+3Prof)
Nature (T) +6/*+8 (3WIS+3Prof, *+2 circumstance bonus to your check to Treat Wounds using Nature)
Religion (T) +6 (3WIS+3Prof)
Society (T) +4 (1INT+3Prof)
Survival (T) +6 (3WIS+3Prof)

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Ancestry Feats & Abilities
1st: Rock Runner

Skill Feats: -

(Background) Natural Medicine

General Feats: -

Class Feats & Abilities:
Shield Block
Leshy Familiar
Anathema: The following acts are anathema to all druids: Using metal armor or shields. Despoiling natural places. Teaching the Druidic language to non-druids. Plus from Leaf Order: Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)
Druidic Language: You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.
Druidic Order: Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell, and an additional trained skill tied to your order. (Chosen: Leaf Order) Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. (Current Focus Points: 1 plus 1 from Leaf Order=2)
Wild Empathy: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Bonus Feats: -
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Magic Tradition : Primal, Prepared
Cantrips (5 spells/day):
Detect Magic (2 actions: somatic, verbal)
Guidance (1 action: verbal)
Healing Plaster (1 action: somatic)
Protect Companion (1 action: verbal)
Ray of Frost (extra cantrip from Familiar/Master Abilities) (2 actions: somatic, verbal)
Tanglefoot (2 actions: somatic, verbal)

1st Level (2 spells +1 from Druidic Order/day):
Goodberry (2 actions: somatic, verbal) (order spell from Leaf Druidic Order)
Heal (1-3 actions: 1. (somatic) The spell has a range of touch. 2. (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. 3. (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Shillelagh (2 actions: somatic, verbal)

Spell Attack Roll (T) 1d20+7 (4WIS+3Proficiency)
Spell DC (T) 17 (10+4WIS+3Proficiency)

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Items - Starting Wealth: 15 gp
Leather Armour (2 gp, +1 AC, -1 ACP, Bulk: 1)
Wooden Shield (1 gp, +2 AC when raised, no speed penalty, Hardness 3, HP (BT) 12(6), Bulk: 1)
Staff (Cost: 0, Bulk: 1)
Clan Dagger (free with class, Bulk: L)
Holly & Mistletoe (Cost: 0, Bulk: 0)
Explorer's Outfit (1 sp, Bulk: L)
Compass (1 gp, Bulk: 0)
Adventurer's Pack (1 gp, 5 sp, Bulk: 1)
Healer's Tools (5 gp, Bulk: 1)
Belt Pouch (for collected/picked berries (10) and herbs, leaves and small leather pouch of fresh dirt) (4cp, Bulk: 0)

Total Cost: 10 gp, 6 sp & 4 cp out of 15 gp (carrying a total of 5 Bulk. 5+0STR=5 Bulk. Hasn't exceeded 5, so not considered encumbered.)

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Familiar: Familiars are mystically bonded creatures tied to your magic. A familiar has the same level you do. Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

Leaf Leshy: Tiny plant formed from a minor nature spirit. (A Leaf Leshy's body is made mostly from natural foliage (grape vines with magically infused fruit to heal allies), and like a leaf tumbling from a tree, Leaf Leshy land from falls with particular grace. taking no damage from falling, regardless of the distance they fall.)
Name: Verdant Skydancer ('Verdi' for short)
Size: Tiny
Trait: Minion
Senses: Lowlight vision, can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability. (Note: When it gains the Speech ability: The leshy can speak and understand Sylvan.)
Food: They can gain sustenance from the sun or from decayed organic matter/rotting matter - eg, humus (though leshies have discovered a way to create bottled nutrients for themselves if they find themselves needing such a precaution). (Note: Hopefully can have enough coin to buy Bottled Sunlight for times they're underground - away from sunlight for long periods.)
Movement: 25 ft
Alignment: N
HP: 5
AC (T) 17 (15 from Nyswyn +2 to AC for tiny) Fort(T) [+5], Ref(T) [+4], Will(E) [+8]
Skills: Perception +5 (Nyswyn's level+3WIS mod), Acrobatics +5 (Nyswyn's level+3WIS mod), Stealth +13 (Nyswyn's level+3WIS mod+8 for Tiny size)
2 abilities: Speech (Sylvan), Cantrip Connection (add Ray of Frost)

Info on Leaf Leshy:

Leaf leshys are the species of leshy corresponding to trees.

Appearance
Leaf leshys have soft, pulpy-looking bodies and wear clothing made of dozens of leaves, which is crafted by them shortly after their creation and protects them, but not anything else, as if it was armour. Their shoulders are covered in big cloak-like leaves, and most wear pine cones, nuts or fruit rinds as helmets.

Society
Leaf leshys like to play war, fighting mock duels and conducting private drills when not tending to their trees. In battle, they have a strong sense of self-preservation, preferring hit-and-run tactics.


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Personal Character Notes - for my eyes only:

- Main focus on the following skills: Nature, Diplomacy and Survival.
- Nature Medicine leads to Herbalist Dedication (feat belongs to the archetype)

Herbalist at 2nd and Wildshape at 4th.