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Samara Nicoli Orea Willow-White's page

1 post. Alias of PJP.


Full Name

Samara Nicoli Orea Willow-White

Race

N Gnome Druid 1/Bard 0 | HP: 7/7 AC:12 Tch:12 FF: 10

Strength 8
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 15
Charisma 16

About Samara Nicoli Orea Willow-White

Samara Nicoli Orea Willow-White
N Gnome Druid 1 / Bard 0 Planned Progression: 25% Druid / 75% Bard
Init +2
Languages: Common, Gnome, Sylvan, Druidic

Growing up outside of Thom, Samara's parents were traders... although their real business was in trafficking black market good and fencing stolen merchandise.

Keeping to herself mostly as a child, she spent a lot of time in the forest, singing to the squirrels and foxes she found, dreaming of stories she had heard about the First World. She was fascinated by fey creatures, although she had not yet seen one, and would spend hours play acting as if she were one of them.

Samara never had much of a taste for the family business, and even less so when some unhappy customers came calling. As the family ran fro their lives, Samara vowed she would find a way to do better than her family name. But she was still very unclear on what that meant.

At least she found a way to make a few coins by telling stories and singing a song or two. Watching passing minstrels, she finally decided on the course her life would take. But she needs a mentor...

HP 7 (6 +1 Con)

DEFENSE
AC 13 (+2 Dex +1 Size), touch 13, flat-footed 13
CMD 11 (10 +1 BAB -1 Str +2 Dex -1 Size)
Fort +3 (+2 Druid +1 Con)
Ref +2 (+0 Druid +2 Dex)
Will +4 (+2 Druid +2 Wis)

Defensive Abilities
+4 dodge bonus to AC against monsters of the giant type
+2 racial saving throw bonus against illusion spells or effects.

OFFENSE
Speed 20 ft
Base Attack +0; Melee Touch +0; Ranged Touch +3 (+1 size)
CMB -1 (+1 BAB -1 Str -1 size)
+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes

Druid Spells Prepared (3 / 1 +1 Wis ) (CL 1)
0: DC 12 Guidance, Detect Poison, Create Water
1: DC 13 Faeire Fire, Produce Flame, Speak with Animals
Concentration Check: 1d20+4 (+2 CL +2 Wis)
Can spontaneously cast as Summon Nature's Ally

1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. (DC 15)

STATISTICS
Abilities Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)

SKILLS 6 (4 +1 Int +1 FC)
Acrobatics +2 (+2 Dex)
Bluff +3 (+3 Chr)
Climb* -1 (-1 Str)
Diplomacy +3 (+3 Chr)
Disguise +3 (+3 Chr)
Escape Artist +2 (+2 Dex)
Fly* +2 (+2 Dex)
Heal* +2 (+2 Wis)
Intimidate +3 (+3 Chr)
Knowledge(nature)* +7 (1 rank +1 Int +3 class +2 druid)
Perception* +8 (1 rank +2 Wis +2 race +3 class skill)
Ride* +6 (1 rank +2 Dex +3 class)
Sense Motive +2 (+2 Wis)
Spellcraft* +5 (1 rank +1 Int +3 class skill)
Stealth +7 (1 rank +2 Dex +4 size )
Survival* +8 (1 rank +2 Wis +3 class skill +2 druid)
Swim* -1 (-1 Str)

+1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Background Skills:
Appraise
Artistry
Craft(Musical Instruments)* +7 (1 rank +1 Int +3 class +2 race)
Handle Animal* +7 (1 rank +3 Chr +3 class)
Knowledge(engineering)
Knowledge(geography)*
Knowledge(history)
Knowledge(nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

[small]The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).[/small]

EQUIPMENT
Spear (2 gp)
Exotic military saddle (60 gp)
Sling

COINS
PP – 0
GP – 108
SP – 0
CP – 0

FEATS
Scribe Spell (1st Level)

TRAITS
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class (bard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an
extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Dire Bat Animal Companion
STARTING STATISTICS
Size Medium; Speed 20 ft., fly 40 ft. (good); AC +0 natural armor; Attack bite (1d6); Ability Scores Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6; Special Qualitiesblindsense 40 ft.

SPECIAL ABILITIES
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

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. 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 those crafted from wood.

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.

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.

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 (see Using Skills). 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 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.

Planning:

S 0 -2 8 -1 (meh)
D 5 14 +2 (dex and spell aim)
C 0 +2 12 +1 (not planning on combat)
I 3 13 +1 (hate low int, plus some illusion)
W 7 15 +2 (need 16 by 5th level for bonus 3rd spell and by 11th for 6th level spells)
Ch 5 +2 16 +3 (handle animal, diplo)