Elf

Raiana Mithésmae's page

19 posts. Alias of Grand Moff Vixen.


About Raiana Mithésmae

Key Details:
Raiana Mithésmae is a Half-Elf druid/15 Green Faith Acolyte/10.
Alignment: Neutral Good.

Personality: She is kind and gentle to everyone and everything around her. She is soft spoken, and very unassuming.

Description: Raiana Mithésmae is 56 years old (looks like 40), is a petite 5'2” with long flowing silver & gray hair and eyes the color of the Vinca minor blossom.

She wears exquisite hide armor, a magical buckler (in combat), an ornate headband, a magical scimitar on her left hip, a magical dagger on her right hip, and a short spear on her back.

Residence: She currently resides in the plane of Golarion near the city of Cassomir in the Verduran Forest as the Grand Druid of the Wildwood lodge. She spends a lot of her time traveling to different places and roaming the skies, forest, and ocean to keep nature in balance and protected.

Favorite Wildshape forms:

For flight she usually takes the form of a huge Roc.
On the ground, she usually takes the form of a medium black panther (jaguar).
In the water she usually takes the form of a medium dolphin.

Childhood, 8 – 12 years:

Raiana grew up roaming the forests near the city of Zimar. She was born to an elven mother and a human father.
She has always loved the feel of the land and the smell of the forest. There was something about the land that she had a connection to; a keen awareness of her home around her, especially when it was in danger. Her mother saw this connection and was always trying to teach her about how to protect her home and why her link was so important.

Youth, 13-20 years:

As she got older, she was always out in the forest, being carefree and enjoying the beauty of it all.
It was this attitude and her familiarity with the link that she became complacent, which eventually led to disaster. The forest had been telling her that danger was coming but she wasn't listening. Her inaction caused the destruction of a small elven community their lives and threw the forest out of balance as a raging fire swept through. Many of her village were hurt in trying to help save them from it. When it all settled, and the fire was out, she realized that the link was gone. She could no longer feel the forest or the land for that matter. She knew nothing without the link. Animals stopped being friendly to her. Even plants seemed to eventually die around her. Nothing she did seem to matter to the forest anymore. What was worse is that the young man she cared for was dead. She was lost without him. They had been seeing one another for 2 years by this time.

She was unable to bear the pain any more. At length, she traveled to the city of Cassomir. She did random jobs, and although she did her best nobody would keep her around for very long. She tried to make a home in the Vurduran forest but nothing worked. The forest was against her. With resignation, she went to live in the city and stayed there until she was an adult.

Adulthood:

Sometime after turned 19, she began having strange dreams. While they were a jumble of things, they usually were about a person who was on fire that would chase her through the forest while burning everything as they ran. The dream would end with her escaping to the city and the person would howl as she left.

As she got closer she got to her 20th birthday the frequency of the dreams increased.
She would dream of being in a thick breath choking cloud of smoke that never ended. She would try to find the smoke source but it was not to be found.

On the night of her 20th birthday she had one final dream. She was being chased by the flaming person again. She kept looking behind her as she ran through the forest and saw that the perosn was setting everything on fire as they ran. Something inside made her stop. She realized that their chase was causing the damage to the forest. She got a lump in her throat as they got closer and closer. Finally, the person came to a stop about 10 feet away from her. She could feel the blistering heat as he stood so close to her.
”I will go no further. You do not frighten me anymore. I will not hurt any forest ever again.” she said as she began moving towards the flaming figure. The person began to move back. They came to the edge of a small pool of water and stood there at the edge. With a roar, Raiana tackled the person into the water. When she came up, she saw who the person was. Her lover from years ago. With tears in her eyes she apologized for causing so much pain and suffering. ”How can you ever forgive me?” she sobbed. Holding her close he whispered ”By protecting everyone and everything that matters.”
”How?” His reply shook her, ”You already know how. What remains is for you to do it.” he said as he kissed her gently and held her tight.

And with that, she awoke.

She immediately made her way to the forest to begin. She would become a druid. She went to the Wildwood lodge and told them of her dream and what she needed to do. A kind elven woman came forward and welcomed her into her arms. ”My child, we've been waiting for you a long time. Finally we see who we have waited for. Welcome!”

Adulthood, 25 years to present:

Raiana spent her time traveling from place to place helping forests and other areas recover from disasters, encroachment from cultures that had no respect for the land, and any who needed her help.
In her quest to maintain balance in the world, she came to better understand her role as protector of nature. For without nature civilization could not and would not exist. The link would soon bring her to the Mwangi expanse. Little did she know that she would spend many years there learning more about nature and what she was to do. It was here that she further developed her skills and abilities while helping small villages that dotted the jungle.

During one of her quests in seeking out a group of bandits, her link to nature suddenly came to life. A ruin was nearby and she was being drawn to it. Something powerful was there. Something she knew she needed to take care of. In her search of the old ruin, she found a ring which radiated powerful magic with what seemed to be worshipers surrounding it and chanting. The chanting and magic was getting stronger and the ring was beginning to ripple with energy. As she watched the ring flare to life, a portal began to open and creature began to step through. As this was happening a voice spoke from behind her and said that this was a powerful demon being summoned and that he was there to stop it and keep the order of balance. She watched in shock as the mysterious person began killing the worshipers in an attempt to stop the summoning from being completed though it was too late. The portal fully opened and the demon came through. She stood there frozen in fear as the demon and the mysterious one began fighting.

As the fight began she joined the mysterious man and battled the demon. In the end though, the demon finally got the upper hand. As the man lie on the ground the demon intoned in a deep inhuman voice: ”watch little mortal as I destroy him. When I’m done, you’re next.”. The demon focused on his prey and began casting a spell. Out of options, as she desperately looked around for something she could do to stop it, she noticed a spot at the base of the summoning ring that was shimmering and glowing. It looked like a crystal set in a pedestal. For some inexplicable reason, she suddenly had a strong desire to take it. Steeling herself, she ran over and with all the strength she had she began pulling it out. The demon noticed her and tried to move to stop her from doing so but it was not fast enough. As the crystal was pulled free a shock went through her and then all went black.

When she opened her eyes the mysterious man was standing over her. He helped her up and explained that he was a custodian of the order of the membrane that kept the balance between the planes.
He told her that she was what they were looking for and that if she was willing, he would take her to be initiated as a custodian. This was not to be taken lightly and would be given all that she needed to make a decision before she would join.

That was 15 years ago. She has since returned to the Verduran forest and become the Grand Druid of the lodge there. Every year at about this time, she returns to Astrarium to attend to her duties and to meet with the other custodians to get news of events on the other planes.

Things that your character considers important:

She takes her role as the Grand Druid very seriously. Nature is not something to be trifled with or abused. Over time, she has come to see her fellow custodians in the same light as herself in trying to keep balance in the great order of things. She also takes great pains to avoid causing needless pain and suffering; there is enough to go around already.

How does she feel about the mandate of the Custodians?:

She is very pleased at such a mandate as she takes an active role in the balance of things.

What does her dwelling in Astrarium look like?:

Her dwelling looks like it is a home carved out of a giant redwood tree. Branches twist around on the ceiling and function as hooks, places to hang lanterns, etc and have an natural aesthetic appeal to them. Various tree trunks form things like a desk, tables, and so on. There are 4 rooms: a kitchen, 2 bedrooms, and a office of sorts. There are flowers in the windows and randomly growing over the outside of the large hut.

Raiana Mithésmae CR 25
Female Half-Elf Druid 15 Green Faith Acolyte 10
NG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +36
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Green Faith Acolyte Abilities

  • Hibernate (Su):
    At 3rd level, a Green Faith acolyte can enter a state of suspended animation as a full-round action. This state is similar to the effect of sepia snake sigil, except that the Green Faith acolyte is aware of changes in her surroundings or harm to her body as if deeply asleep. She can end this state at any time as a full-round action. If she remains in hibernation for at least a week before emerging, her body is renewed as if by both a heal spell and a restoration spell. A Green Faith acolyte can remain in this state for up to 1 week per class level, after which she must wait 1 day for each week spent hibernating before entering hibernation again.

  • Power over Nature (Su):

    At 4th level, when a Green Faith acolyte’s divine spell deals hit point damage to or heals hit point damage for a creature of the animal, fey, or plant type, it deals or heals additional hit point damage equal to the spell’s level.

  • Animal Covenant (Su):

    At 5th level, when casting a divine spell with an area affect, a Green Faith acolyte can choose a number of animals within the spell’s area equal to her Wisdom or Charisma modifier, whichever is higher (minimum 1). These animals are excluded from the spell’s effects. If the spell has a duration longer than instantaneous, the animals are protected against the spell for only a number of rounds equal to the Green Faith acolyte’s class level.

  • Blighter of Abominations (Su):

    At 7th level, when a divine spell cast by the Green Faith acolyte affects a creature of the aberration type, she treats the spell as if it had been modified by the Sickening Spell APG metamagic feat. When a divine spell cast by the Green Faith acolyte harms an undead creature, she treats the spell as if it had been modified by the Empower Spell metamagic feat. The spell affects other creature types normally. This ability doesn’t increase the spell’s casting time or spell level.

  • Archdruid:

    At 8th level, a Green Faith acolyte can become an Archdruid if there’s a vacancy in her region, or if she seeks out and bests an existing Archdruid in hand-to-hand combat, a competition of spells, or some other formal contest. If, after gaining the title, she loses a similar challenge from a rival, she loses the title of Archdruid. She also gives up the title of Archdruid upon becoming a Great Druid. A Green Faith acolyte must attain the title of Archdruid before she can progress to 9th level.

  • Great Druid:

    At 9th level, a Green Faith acolyte can gain or lose the title of Great Druid in a manner similar to the way a Green Faith acolyte can gain or lose the title of Archdruid. She gives up the title of Great Druid upon becoming a Grand Druid. A Green Faith acolyte must attain the title of Great Druid before she can progress to 10th level.

  • Grand Druid (Su):

    At 10th level, a Green Faith acolyte can gain or lose the title of Grand Druid in a manner similar to the way a Green Faith acolyte can gain or lose the title of Archdruid. Each day, the Grand Druid can prepare a total of 10 additional spell levels of divine spells, or cast up to 10 additional levels of divine spells if she is a spontaneous spellcaster, chosen from spell levels she is already capable of casting. She loses this ability if she loses the title of Grand Druid.

    Combat Abilities:

    DEFENSE
    --------------------
    AC 38, touch 16, flat-footed 27. . (+9 armor, +6 shield, +6 Dex, +2 natural)
    hp 300--- (25d8+200)
    Fort +24, Ref +16, Will +26
    Immune sleep, poison; Resist Elven Immunities
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee +5 Defending, Keen, Merciful, Shocking Burst Adamantine Scimitar +33/+28/+23/+18 (1d6+13/15-20/x2) and
    . . +5 Distance, Icy Burst, Keen, Returning Adamantine Dagger +33/+28/+23/+18 (1d4+13/17-20/x2) and
    . . +5 Distance, Merciful, Returning, Shocking Burst Adamantine Shortspear +33/+28/+23/+18 (1d6+13/20/x2) and
    . . Unarmed Strike +26/+21/+16/+11 (1d3+13/20/x2)
    Spell-Like Abilities A Thousand Faces (At will)
    Druid Spells Prepared (CL 20, 28 melee touch, 26 ranged touch):
    9 (4/day) Shapechange (x2) (DC 27), Regenerate (x2) (DC 27)
    8 (5/day) Earthquake (DC 26), Sunburst (DC 26), Finger of Death (DC 26), Wall of Lava (DC 26), Word of Recall
    7 (5/day) Control Weather (x2), Heal (x2) (DC 25), True Seeing (DC 25)
    6 (5/day) Transport via Plants (x2), Epidemic (DC 24), Liveoak, Wall of Stone (DC 24)
    5 (5/day) Stoneskin (DC 23), Tree Stride (DC 23), Call Lightning Storm (DC 23), Commune with Nature (DC 23), Cure Critical Wounds (DC 23)
    4 (6/day) Cure Serious Wounds (DC 22), Freedom of Movement (x3) (DC 22), Life Bubble (x2) (DC 22)
    3 (6/day) Call Lightning (DC 21), Blood Scent, Companion Mind Link (DC 21), Cure Moderate Wounds (DC 21), Hide Campsite (DC 21), Magic Fang, Greater (DC 21)
    2 (6/day) Restoration, Lesser (x2) (DC 20), Spider Climb (DC 20), Gust of Wind (DC 20), Fog Cloud, Eagle Eye
    1 (6/day) Magic Fang (x2) (DC 19), Entangle (x2) (DC 19), Air Bubble, Negate Aroma (DC 19)
    0 (at will) Create Water, Purify Food and Drink (DC 18), Mending, Know Direction (DC 18)

    --------------------
    STATISTICS:

    --------------------
    Str 20/26, Dex 16/22, Con 20/26, Int 20/26, Wis 20/26, Cha 17/23
    Base Atk +18; CMB +26 (+30 Grappling); CMD 42 (46 vs. Grapple)
    Feats Bonebreaker, Druid Weapon Proficiencies, Eschew Materials, Greater Grapple, Green Faith Acolyte, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Natural Spell, Neckbreaker, Planar Wild Shape, Powerful Shape, Skill Focus: Knowledge (Geography) (Adaptability), Stunning Fist (6/day) (DC 30), Wild Speech
    Traits Devotee of the Green: Knowledge (Nature), Eyes of the Wild
    Skills Fly +34, Handle Animal +34, Heal +36, Knowledge (Geography) +36, Knowledge (Nature) +44, Knowledge (Planes) +33, Perception +36, Stealth +34, Survival +36
    Languages Aquan, Celestial, Common, Druidic, Elven, Giant, Sylvan, Treant
    SQ Animal Companion Link (Ex), Elf Blood, Resist Nature's Lure (Ex), Ring of Regeneration, Ring of Sustenance, Share Spells with Companion (Ex), Spontaneous Casting,Timeless Body (Ex), Trackless Step (Ex), Wild Empathy +31 (Ex), Wild Shape (At will) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body IV: Small - Huge elemental), Wild Shape (Plant Shape III: Small - Huge plant creature), Woodland Stride (Ex)

    Combat Gear:


    • +5 Defending, Keen, Merciful, Shocking Burst Adamantine Scimitar (203015 GP)
    • +5 Distance, Icy Burst, Keen, Returning Adamantine Dagger (203002 GP)
    • +5 Spell Resistance (13), Wild Ironwood Buckler (100155 GP)
    • +5 Wild Darkleaf Cloth Hide (65515 GP)

    Other Gear:


    • Amulet of Mighty Fists +5 (125000 GP)
    • Belt of Physical Perfection +6 (144000 GP)
    • Boots of Teleportation, Striding and Springing (51750 GP)
    • Cloak of Resistance +5 (25,000 GP)
    • Garlic (5) (5 SP)
    • Handy Haversack (2,000 GP)
    • Headband of Mental Superiority +6 Perception, Survival & Know: Geography (144000 GP)
    • Heatstone (5)
    • Kaava Musk (5) (200 GP)
    • Metamagic Rod Extend, Greater (24500 GP)
    • Metamagic Rod Merciful, Greater (12250 GP)
    • Pouch, belt (empty) (4) (4 GP)
    • Rations, trail (per day) (7) (3 GP, 5 SP)
    • Ring of Protection + 5, Mind Shield (54,000 GP)
    • Ring of Regeneration, Sustenance, (91250 GP)
    • Scroll: Restoration, Greater (20) (45500 GP)
    • Scroll: True Resurrection (CL 20) (20) (90000 GP)
    • Stone of Good Luck (Luckstone) (20,000 GP)

    --------------------
    TRACKED RESOURCES:

    --------------------
    +5 Distance, Icy Burst, Keen, Returning Adamantine Dagger - 0/1
    Kaava Musk - 0/5
    Metamagic Rod, Extend, Greater - 0/3
    Metamagic Rod, Merciful, Greater - 0/3
    Rations, trail (per day) - 0/7
    Stunning Fist (6/day) (DC 30) - 0/6

    --------------------
    SPECIAL ABILITIES:

    --------------------
    A Thousand Faces (At will) Use Alter Self at will while in your normal form.
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Bonebreaker Deal Str or Dex damage when using Stunning Fist
    Elf Blood You are counted as both elven and human for any effect relating to race.
    Elven Immunities +2 save bonus vs Enchantments.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
    Greater Grapple +2 to grapple, maintaining a grapple is a move action.
    Immunity to Poison You are immune to poison.
    Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Jawbreaker With successful Stunning Fist, you may cripple opponent's mouth
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Natural Spell You can cast spells while in Wild Shape.
    Neckbreaker May deal Str or Dex damage to pinned opponent
    Planar Wild Shape May add the celestial or fiendish template to your animal form
    Powerful Shape While in wild shape, you are treated as one size category larger
    Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
    Ring of Regeneration This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, he is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.

    CONSTRUCTION
    Requirements Forge Ring, regenerate; Cost 45,000 gp
    Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself.

    Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
    Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
    Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
    Stunning Fist (6/day) (DC 30) You can stun an opponent with an unarmed attack.
    Timeless Body (Ex) You no longer take ability score penalties from aging.
    Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
    Wild Empathy +34 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
    Wild Shape (At will) (Su) Shapeshift into a different creature one or more times per day.
    Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
    Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental.
    Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
    Wild Speech Speak while in wild shape
    Woodland Stride (Ex) Move through undergrowth at normal speed.

    Spells

    Level 0:


    • Create Water
    • Know Direction
    • Purify Food and Drink
    • Stabilize

    Level 1:


    • Air Bubble
    • Entangle x2
    • Hide from Animals x3
    • Negate Aroma

    Level 2:


    • Eagle Eye x2
    • Fog Cloud x2
    • Restoration, Lesser x2
    • Resist Energy

    Level 3:


    • Call Lightning
    • Companion Mind Link x2
    • Cure Moderate Wounds
    • Hide Campsite
    • Protection from Energy x2

    Level 4:


    • Control Water
    • Cure Serious Wounds
    • Freedom of Movement x3
    • Life Bubble x2
    • True Form

    Level 5:


    • Call Lightning Storm
    • Commune with Nature
    • Contagion, Greater
    • Cure Critical Wounds
    • Tree Stride

    Level 6:


    • Epidemic x2
    • Path of the Winds
    • Transport via Plants x2
    • Wall of Stone

    Level 7:


    • Control Weather x2
    • Heal x2
    • True Seeing

    Level 8:


    • Finger of Death
    • Sunburst x2
    • Wall of Lava
    • Word of Recall

    Level 9:


    • Regenerate x2
    • Shapechange x2
    • Summon Elder Worm x2

    PP: 140072, GP: 9, SP: 5