About Raiana MithésmaeKey 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.
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.
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.
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
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:
Other Gear:
-------------------- 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
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Spells
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PP: 140072, GP: 9, SP: 5 |