Anevia Tirablade

Pjiana Kardansk's page

68 posts. Alias of Tirion Jörðhár.


Full Name

Pjiana Kardansk

Race

Human

Classes/Levels

Druid/1 (HP: 11/11; AC18; FF15; T13; F+4, R+2, W+6; Perc: +8, Init +2)

Gender

Female

Size

M - 5'2, 120lbs

Age

22

Alignment

Neutral Good

Deity

Gozreh, Shelyn

Languages

Common(Taldan), Druidic, Sylvan

Occupation

Hunter/Trapper

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 18
Charisma 12

About Pjiana Kardansk

___________________________________________________________
Offense:
___________________________________________________________
+2 Initiative (+2 Dex)
+0 BAB (+0 Druid)

+2 CMB (+0 BAB, +2 Str)
+15 CMD (+0 BAB, +2 Str, +2 Dex, +0 Wis, +1 Dodge, +10) [+2 Trip (Im

+2 Quarterstaff (+0 BAB, +2 Str) Damage: (1d6+2) (20 Crit)
+4 Club (+0 BAB, +2 Str) Damage: (1d6+2) (20 Crit)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 11
Max hp: 11 (+8; +1 FC; +2 Con)

AC 18 [+2 Dex, +0 Wis, +1 Dodge, +3 Armor, +2 Shield, +10]
Flatfoot AC 15 [+0 Wis, +3 Armor, +2 Shield, +10]
Touch AC 13 [+2 Dex, +0 Wis +1 Dodge, +10]

+4 Fort (+2 base, +2 Con, +0 Cloak) (+2 Druid)
+2 Ref (+0 base, +2 Dex, +0 Cloak) (+0 Druid)
+6 Will (+2 base, +4 Wis, +0 Cloak) (+2 Druid)

Special Abilities

Druid Abilities:
Nature Sense
Wild Empathy

Feats
Improved Trip

Druid Spells:

0th Level
Guidance
Purify Food and Drink
Create Water
Detect Poison

1st Level
Cure Light Wounds
Entangle
**1st—hunter’s howl[APG]

**Domain Spell

Skills:

+2 Acrobatics (+2 Dex, Ranks 0)
+1 Appraise (+1 Int, Ranks 0)
+1 Bluff (+1 Cha, Ranks 0)
+2 Climb (+2 Str, Ranks 0, Class Skill +3)
+* Craft() (+1 Int, Ranks 0, Class Skill +3)
+1 Diplomacy (+1 Cha, Ranks 0)
+* Disable Device (+2 Dex, Ranks 0)
+1 Disguise (+1 Cha, Ranks 0)
+2 Escape Artist (+2 Dex, Ranks 0)
+* Fly (+2 Dex, Ranks 0, Class Skill +3)
+8 Handle Animal (+1 Cha, Ranks 1, Class Skill +3)
+8 Heal (+4 Wis, Ranks 1, Class Skill +3)
+1 Intimidate (+1 Cha, Ranks 0)
+* Knowledge, Arcana (+1 Int, Ranks 0)
+* Knowledge, Dungeoneering (+1 Int, Ranks 0)
+* Knowledge, Engineering (+1 Int, Ranks 0)
+* Knowledge, Geography (+1 Int, Ranks 0, Class Skill +3)
+* Knowledge, History (+1 Int, Ranks 0)
+* Knowledge, Local (+1 Int, Ranks 0)
+* Knowledge, Nature (+1 Int, Ranks 0, Class Skill +3)
+* Knowledge, Nobility (+1 Int, Ranks 0)
+* Knowledge, Planes (+1 Int, Ranks 0)
+* Knowledge, Religion (+1 Int, Ranks 0)
+* Linguistics (+1 Int, Ranks 0)
+8 Perception (+4 Wis, Ranks 1, Class Skill +3)
+1 Perform (+1 Cha, Ranks 0)
+8 Profession(Trapper) (+4 Wis, Ranks 1, Class Skill +3)
+2 Ride (+2 Dex, Ranks 0, Class Skill +3)
+4 Sense Motive (+4 Wis, Ranks 0)
+* Slight of Hand (+2 Dex, Ranks 0)
+* Spellcraft (+1 Int, Ranks 0, Class Skill +3)
+7 Stealth (+2 Dex, Ranks 1, Class(trait) Skill +3, Trait +1)
+8 Survival (+4 Wis, Ranks 1, Class Skill +3)
+2 Swim (+2 Str, Ranks 0, Class Skill +3)
+* Use Magic Device (+1 Cha, Ranks 0)

[ooc] Each level skill points gained:
Druid - 6+FC (4 + 1 (Int) + 1 race)

Traits:

• Transmuter - You learned the secrets of transmutation.
Benefit(s): Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

• Noble Born - Orlovsky
Benefit: You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
--> Stealth chosen

Feats:


  • Spell Focus(conjuration) (Level 1)
  • Dodge (Human Level 1 bonus)
  • Improved Trip (Wolf Domain Level 1 bonus)
  • Druid Weapon Proficiency
  • Armor Proficiency, Light
  • Armor Proficiency, Medium

Racial:

Human
Medium
+2 Wisdom
Bonus Skill Rank each level
Bonus Feat

Favored Class & Notes:

Favored Class: Druid
Lvl 1 (Druid - HP)
Lvl 2 ()
Lvl 3 ()
Lvl 4 ()
Lvl 5 ()
Lvl 6 ()
____

Druid:

Spells per Day
0th level - 3
1st level - 2+1
2nd level - 0
3rd level - 0

Domain - Wolf Domain
Wolf Domain

Improved Trip:
You gain Improved Trip as a bonus feat.

Pack Tactics (Ex):
At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—hunter’s howl[APG]
2nd—bloodhound[APG],
3rd—aspect of the wolf [APG]
4th—strong jaw[APG]
5th—tireless pursuers[APG]
6th—find the path
7th—animal shapes (canines only)
8th—phantasmal revenge[APG]
9th—freedom

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Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

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.

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.

Bonus Languages
A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex)
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

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. 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 able to study each other, which means that they 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.

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

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.

Resist Nature's Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)
At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex)
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit - .5 lbs.
Hide Shirt, 25lbs
Shield, Heavy Wood, 10 lbs
Dagger
Club
Quarterstaff

Total:
______

Total: 4800
______________________

5 lbs

In Backpack
Lantern, Bullseye
Oil, Flask, 1 lbs.
Flint and Steel
10 days of trail rations, 1 lbs.
Scroll Case x2 - .5 lbs each
Waterskin, 1 lbs
Whetstone, 0 lbs
Rope, 50'
Healer's Kit

Scrolls:

________
Total Scrolls =
_________

Belt Pouch

Chalk, 3 pieces
0 p.p.
0 g.p.
8 s.p.
9 c.p.

Carrying Capacity

Current Weight: 5 lbs

Light Load: x < 100 lbs.
Medium Load: 101 < x < 200 lbs.
Heavy Load: 201 < x < 300 lbs

Appearance:

Short and tough might be a good way to describe Pjiana. Having grown up in an inn, she learned to care for herself and bathe regularly. However, since her family lost its inn and her father returned to hunting and trapping, Pjiana has become much more of a wilderness girl, more likely to be found with twigs in her hair than bows. Her usual garb is a loose brown skirt and woolen blouse which is baggy enough to fit over the hide shirt her father helped craft for her.

Pjiana does little with her hair other than keep it cut short to avoid getting it tangled in the tree branches or briars she is often to be found exploring. Her bare arms usually show scratches from climbing trees or having failed to soothe whatever animal she decided to investigate on that particular day. Her hands are calloused from days spent working at her mentors garden and climbing most anything she could find - trees, rocks, etc.

Background:

Pjiana sat on a rock smelling the cool breeze that was blowing out of the north. She could almost detect a slight sulfuric scent, likely from the ever burning Valley of Fires which continued to blight the mountains even after more than two centuries. She had been in cities before, but it had been several years. Having grown up in the far eastern portion of Brevoy, in the shadows of the Icerime Mountains, Pjiana did not often travel to the more civilized portions of the land. As she thought back, she realized that she had not been in a community larger than a small village in nearly two years.

Two years ago, that was when she last saw her cousins at a gathering along the coast. She had sought to make friends with her cousins, but most looked at her as an outcast. The runt of the litter so to speak. Pjiana understood this, to an extent. Yes, she had been small at the time, but she knew there was more to a person than size alone. It was not so much the fact that Pjiana’s more “civilized” and socially in-the-know cousins looked down at her as an outcast. But, it was how her male cousins had treated her. First, they were friendly, inviting her to drink with them. That night though, Trignor Kardansk, the second son of Damek and third in line to the patriarch of the family, sought to have his way with her. She fought him off and fled, but, not before he had torn her clothes. She told her mother what had happened that night, but, her mother told her that because of Trignor’s elite status, there was little or nothing that telling his parents would accomplish, other than perhaps making the family even more estranged than her non-noble father made them. So, Pjiana spent the rest of the gathering by herself or with her mother, likely further distancing her from her cousins. Pjiana also vowed to some day prove to the world what a lecherous drunk her cousin was, although Pjiana knew that this might not be something she could accomplish for many years.

Pjiana Kardansk’s family, although of noble blood, was not been the most well off, particularly since the rightful King had disappeared a decade earlier. With the disappearance, the town of Skywatch had mysteriously closed its doors, and, thus, extinguished the trade that had formerly passed through Gialenwald, her village, on the way to Skywatch. With this her family, her mother, Kyian Kardansk, third daughter of Baron Hienrek Kardansk, and her father, a former hunter and trapper, had seen the Inn they owned slowly decline and eventually have to be closed. The family was never hungry as her father, Garen Vieker, despite being well on in years, still was skilled with the bow and at setting traps, but losing the Inn meant that what few luxuries Pjiana had formerly had were now almost nonexistent.

To catch food, and earn a meager living, Garen used traps. It was in one of these traps that Pjiana had found a small wolf pup shortly after returning from the family gathering. The trap was designed to catch bears, for food and for the value of their pelts, but the young wolf had accidentally gotten caught in this one, and when she found it, the creature was badly injured and exhausted from struggling. Unsure of what to do, Pjiana had run home, but her parents were not there, so, she had headed into the forest to speak with one of her father’s old traveling companions, a grizzly old man named Hareneth. She was never quite sure what to make of the man, but when it came to nature and animals, he seemed to know more than anyone else, even her father.

When Harenth heard what she had caught, he gathered his belongings and gave a shrill whistle. A few moments later, a huge wolf, nearly 5’ tall at the shoulder came bounding into the grove where Harenth made his home. Pjiana was sure she was about to be eaten, but instead, the wolf came up to her and sniffed her as a hound would. After checking Pjiana out, the wolf walked over to Harenth who scratched its ears. I see you have not met Grrnarg have you. Sorry about the lack of introduction, he is friendly, unless you get on his bad side.

Pjiana and Harenth then quickly made their way to the trap where Harenth calmed the wolfling and freed it from the trap. The puppy quickly tried to run away, but with a broken leg, it only made it one or two steps before falling. It got up only to fall again, and again. Finally, Harenth once more calmed the pup and examined its leg. He then spoke some strange words, which sounded more like chirping birds than a human sound, and a strange greenish glow surrounded the broken leg.
I have healed its wound and relieved some of its pain, but it will take many weeks for this poor animal to recover. Would you like to help bring it back to my cottage, I will not tell your dad you freed it from his trap.

Pjiana assisted Harenth with bringing the creature back. During the long walk, Harenth explained that he was a druid and that he and her dad had travelled together for several years before Garen had been smitten by a young lady, Pjiana’s mother, and had retired from the adventuring ways. Harenth had continued for a time before he too retired to the woods where he and Garen could meet to discuss nature, animals and their old ways. Pjiana found helping animals as Harenth did to be fascinating, particularly wolves, and asked if she could help to care for the small wolf that had been rescued. Harenth agreed, and so began Pjiana’s relationship with wolves.

Even after the wolf was healed and allowed to go free, Pjiana began to spend more and more time with the old druid, learning about plants and animals. Over then next year, she spent more and more time away from home and wandering in the forests, and eventually up into the hills of the Icerime mountains. It was on one of these wanderings that she first saw the giants. She did not know what they were, but, they were huge. The first one she saw was twice the size of a human, and looked brutal and, likely, insane. She later learned it was an ogre, amongst the least of giants.

When Pjiana returned to her home, she told her father about the giant, and her father was outraged. He could not believe that she had wandered so far from the village, and ordered her to never again go there because of how dangerous the creatures were. Well, as one might expect, Pjiana immediately did the exact opposite of what her father ordered and a few days later, she was climbing the side of a small mountain. She had just found a small cave to hide in, when a huge boulder came rolling down the hill, just missing her. Looking up, she saw three towering humanoids, two, despite standing in a hunched position, well over nine feet tall, and the other, with pale bluish white skin, standing nearly fifteen feet. But, what most amazed her was how these giants fought, hefting boulders and tossing them at each other, some nearly the size of Pjiana herself. Pjiana stayed hidden in the crag watching the battle which took nearly an hour before the two smaller giants finally had enough and turn and ran, after which the pale giant made some type of a crude gesture which undoubtedly would have been inappropriate before lady giants.

Over then next year, Pjiana continued to spend time with Harenth and Eragker, learning about the druidic ways, but always her interest kept reverting back to the giants how one would fight such creatures. While Pjiana became quite skilled in the druidic ways, her focus was more on how animals acted and reacted, particularly wolves as she would watch Grrnarg and how he hunted and would take down prey, even large prey like moose and elk. Thus, while she became quite skilled in the ways of the wood, her methods were quite different than those of Harenth. As she became more adept, she wandered farther and farther in the woods and mountains. There, she continued to observe large, and undoubtedly deadly, creatures. More giants, huge cats, even flying creatures which looked vaguely like bats from afar, but were undoubtedly a hundred times the size of a bat.

Finally, about a month ago, Harenth met with Pjiana’s parents. After a long discussion it was decided that the rather rebellious girl was simply going to get herself into trouble if she continued to wander to the mountains where creatures capable of eating her in one or two bites were not just a rarity. So, the three decided that Pjiana had trained and learned enough to follow in Harenth and Garen’s footsteps. Garen had recently received word that the Swordlords to the south recruiting to send adventurers into the Stolen Lands. As Garen and Harenth had spent time exploring in these untamed Stolen Lands during their youth, they decided that this area, although not safe, was undoubtedly safer than the mountains to the east. Thus, Garen gave Pjiana the name of another of the group’s traveling companions, Naroda, who had settled in Restov and, to the best of their knowledge, ran a small business selling potions and scrolls.

So, Pjiana set forth and after nearly a month of slowly wandering her ways through the forest and foothills that comprise the eastern portion of Brevoy, Pjiana now stood overlooking the walls of Restov. A big city, but a city into which she must travel if she is to succeed for her parents, and, hopefully, bring honor to her mother after so many years of being slighted by her relatives.