![]()
About Phantrel SpringleafMale half-elf adept 1 | AL: NG | HP: 7/7 | AC 12, T 11, FF 11 | F +0, R +1, W +7 | Init: +3 | Per: +5 (low-light vision) Stats:
Phantrel Springleaf
Half-elf druid/adept 1 (gestalt) NG Medium humanoid (half-elf) Initiative +4; Perception +5 Influence 3 -------------------- Defence -------------------- AC 12, touch 12, flat-footed 10 (+1 Dex) HP 9 (1d8 + 1 FCB) Fortitude +2 (+2 base) Reflex +2 (+0 base + 2 Dex) Will +7 (+2 base + 3 Wis + 2 race), +2 vs enchantment spells and effects -------------------- Offence -------------------- Speed 30 feet Initiative +4 (+2 Dex + 2 trait) Melee swordcane +0 (1d6-1/x2), (+0 BAB - 1 Str = -1) Melee club -1 (1d6-1/x2), (+0 BAB - 1 Str = -1) Ranged sling +3 (1d4-1), (+0 BAB +2 Dex = +2) Ranged touch ray of frost +2 (1d3+1), (+0 BAB + 2 Dex = +2) -------------------- Statistics -------------------- Str 9, Dex 14, Con 10, Int 12, Wis 17, Cha 12 Base Attack Bonus +0 CMB -1 (0 BAB - 1 Str + 0 size) CMD 10 (10 + 0 BAB - 1 Str + 1 Dex + 0 size) Height 6 ft. 0 in. Age 81 Languages Common, elven, sylvan, druidic, dwarven SA bonded mask, peacekeeper (+1), well-trained Influence 3 -------------------- Skills and Feats -------------------- Skills Diplomacy +6, Handle Animal +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Profession (horticulturist) +8, Sense Motive +7, Spellcraft +5, Survival +7 Class skills: Climb (Str), Craft (Int), Diplomacy, (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). This includes all class skills for both druid and adept.
Skill Ranks Per Level: 4 + Int modifier + 3 background = 4 + 1 + 3 = 8 Detailed skills
Feats
Traits
Abilities:
--------------------
Abilities -------------------- Weapon and armour proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. An adept is proficient with all simple weapons. Adepts are not proficient with any type of armour or shield. Phantrel is proficient with the swordcane due to his relationship with Thunder-follows-Lightning. Bonded mask (Su) A halcyon druid forms a powerful bond with a mask, which functions identically to a wizards’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. Well-trained (Ex) A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills. This ability replaces nature sense and alters the druid’s class skills. Peacekeeper (Ex) A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks. This ability replaces wild empathy. Spontaneous casting A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and he can focus stored spell energy into spells from the Good domain that he hasn’t prepared ahead of time. He can lose a prepared spell to cast any spell of the same level or lower from the Good domain. This ability replaces spontaneous casting. -------------------- Racial traits -------------------- Ability score modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-elves are humanoid creatures with the human and the elf subtypes. Size: Half-elves are Medium creatures and receive no bonuses or penalties due to their size. Base speed: Half-elves have a base speed of 30 feet. Low-light vision: Half-elves can see twice as far as humans in conditions of dim light. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Elven immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving bonus against enchantment spells and effects. Keen senses: Half-elves receive a +2 racial bonus on Perception checks. Elf blood: Half-elves count as both elves and humans for any effect related to race. Dual minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces adaptability. Fey thoughts: Some half-elves see the world more like a native of the First World. Sense Motive and Escape Artist are always class skills for the character. This racial trait replaces multitalented. Appearance:
Phantrel Springleaf stands an even six feet in height, a wiry figure with the weather-worn skin of someone who spends most of their life outside. Pointed ears and an angular face clearly mark his heritage as elven. His long brown hair, just beginning to show signs of silver, is worn in a braid, embellished with discarded feathers or cuttings from the plants he lovingly tends. He wears the simple clothes of an outdoorsman in green, earthen and tan tones, a reflection of both his straightforward practical taste and his lack of material wealth. His calloused hands are full of care and regularly show dirt under his fingernails as a result of the time Phantrel spends growing things. Perhaps the most distinctive part of his appearance is the reversible mask that he habitually wears on the upper half of his face. A family heirloom, it fits closely to his face. One side is intricately patterned with leaves, vines and other plants; the other is more striking, drawing attention to his eyes and the shape of his nose, causing the wearer’s face to resemble that of a bird of prey. Personality:
Patient is probably the descriptor most readily associated with Phantrel. All those who grow things require this attribute to a degree but doing so in the brackish soils around Salt Spire needs a special degree of care, a willingness to experiment and a certain stoicism in the face of disappointment and failure. Fortunately Phantrel possesses all of these things and has a natural touch for plants, growing a surprising variety of fruits, vegetables and herbs. These tend towards the hardier end of the spectrum given the challenging climate but the half-elf has coaxed some unexpected things to life over the years. There’s an element of this that requires a strong will, sometimes crossing into stubbornness.
Phantrel is also extremely independent, sustaining himself chiefly through the produce he grows and supplementing it with what he can forage and a bit of hunting, though game is often pretty scarce. He has a strong practical streak and his knowledge of woodscraft and the natural world comes chiefly from experience. Although Phantrel is naturally a loner, not just content with his own company but largely preferring it, he maintains a healthy link with the village he regards as home, even if he is based a couple of miles outside it. The uninitiated tend to be surprised that Phantrel is affable, charming and polite, far from the stereotype of a gruff woodsman they might expect someone who lives alone in the middle of nowhere to be. He also possesses a typically dry elven sense of humour, though that can take a while to pick up on. Backstory:
Salt Spire has always been Phantrel’s home. Having spent the early years of his life travelling around Varisia, usually measuring time in a place in months rather than years. Having sailed from Riddleport, Phantrel and his parents had been in Salt Spire for a few weeks when his father suddenly up and left and his mother, Qirelle, simply chose to stay put. Exactly what happened between his parents he has never been entirely clear on but as weeks turned into months and then years, for the first time he was living somewhere long enough to put down roots.
Moving into a long-abandoned cabin in the woods above town, mother and son began to repair it and to start growing things, something the young Phantrel discovered he had a gift for. As well as sowing vegetables, he tried planting shrubs and fruit trees and the inside of the house was soon hung with vines and creeping plants. Many of these plants failed but the young half-elf was undeterred, gaining a better understanding of what to grow, how to manage the soil, protect them from pests and diseases, how to gauge the level of water required, and so on. Phantrel was also aided by the manifestation of rudimentary magical abilities, able to harness his limited powers and channel them into protecting and caring for the natural world. With time and hard-earned experience he became able to nurture many different kinds of plants despite the challenging circumstances. This was a good time, but like all good times, it had an endpoint. Qirelle found herself pining for the richer forests of her native Kyonin and began to plan her return home. For Phantrel, however, Salt Spire was the only home he had ever really known and he was unwilling to abandon it. Her departure came and went, leaving the young man alone. Although he unsurprisingly favours his mother’s elven heritage, living harmoniously with nature and bestowed with eldritch gifts, ultimately Phantrel found himself in the position of many half-elves, set apart from both his parents, not quite part of either world. More than comfortable with a lifestyle to which he was well-suited to, and equally content with his own company, Phantrel simply carried on as before. They were fairly good years for Salt Spire too. Although it would never be described as bustling or thriving, it was a small but active fishing port and Phantrel found a ready customer base to sell his excess produce into. Usually referred to by the locals simply as the wood, officially Phantrel dwells in the White Wood. This is the name given when it is deemed important enough to appear on maps, something that happens rarely. The name comes from sailors who called out the colouring due to the light crusting of salt that blows from the sea onto the nearest trees, plus the dusting of snow from the mountains that covers the highest growths for several months of the year. It is not one of Varisia’s great forests, having always been relatively sparse, chiefly consisting of hardy pines on the highest slopes and a mix of deciduous trees lower down that have proven tough enough to survive in the thin, salty soil. The wood is also not what it once was, the easily accessible trees nearest Salt Spire have been heavily logged, mostly during the boom years of mining three decades past. This latter event was a defining period for Phantrel, bringing him into conflict with many of the villagers. The mines had always been there but over time they came to be the dominant industry as new entrances were dug and the search for minerals became more aggressive. And in line with this expansion came a surge in demand for wood: for tunnel support beams, for carts, and above all for fuel. Phantrel put forth a persuasive case for controlled cutting and replacing felled trees by planting new saplings in a sustainable manner but his arguments largely fell on deaf ears. Heavy clearance followed until all of the easy to reach wood was cut at just about the same time the mines gave up their easily accessible ore and Salt Spire’s economy slumped, the beginning of the nose dive it has been on ever since. Not all of the villagers ignored Phantrel, understanding the wisdom of his suggested course of action but by then it was too late. His chief ally, however, was not one of the townsfolk. Celys, a dryad who lived towards the edge of the White Wood and had done so for many decades before the establishment of the fishing community remained unseen but she attempted to sabotage the tree felling alongside Phantrel, though ultimately their defence of the lower reaches of the wood proved fruitless. After her tree was cut down, a cause of anger and sorrow on Phantrel’s part, he helped the weakened and now rootless Celys higher up the slopes to find a new tree to bond with. A deep friendship - and occasional companionship - between the two was forged between half-elf and dryad, now living in close proximity. Both understand the others’ need for solitude and independence but know that they can rely on the other for support, a friendly ear, and intimacy when desired. Being proved right was no consolation to Phantrel as the village began to decline. His grief at the destruction of the trees was real but while his relations with some of Salt Spire’s inhabitants were strained for a while, he never severed ties. As times have become tough for all he has helped to plant new seedlings in the shadow of the logging, though few have taken. He continues to grow and sell produce, willing to show those interested how best to tend plants, though more out of respect for the natural world than a desire for company. Patience makes him a competent teacher and in straitened circumstances, anything to help feed stomachs that are rarely as full as they could be is a boon. The recent arrival of the Goldenscale Mining Consortium has proven something of a quandary for Phantrel. On one level anything that brings some money back into Salt Spire is a good thing, as the village sorely needs it. However, he is sceptical of the extent to which the wealth will be shared equitably and the company could easily disappear as quickly as it came if it doesn’t find the riches it seeks. And that’s not even mentioning the inevitable environmental cost. He is hopeful that maybe this time the villagers will have learned from experience and that he will have more support in explaining the situation and pleading the case for Salt Spire’s land as well as its people. But in desperate times he also suspects that putting food on the table and money into people’s pockets is likely to trump any other consideration, more than balancing out any optimism he feels. Still, for the long-term good of the community he has to try and is willing to put himself in the service of the GMC if it means a better chance of success. |