Suit of Keys

Saniana Quickly's page

167 posts. Alias of Clebsch73.


Full Name

Saniana Quickly

Classes/Levels

HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Gender

Female Gnome Druid 2

Size

small

About Saniana Quickly

Saniana Quickly

Appearance:
Age 55, Height 2'11", Weight 33 lb
Saniana is a pretty gnome with green/cyan hair. She wears hide armor, lugs a heavy shield around with a belt of weapons, along with her divine symbols of Gozreh and Erastil. Her animal companion is a badger named Dax, about the same size as her. She talks to it like it's a person and it appears to understand her and talks back to her.

Background:
Saniana was raised in the city of Sevenarches in the River Kingdoms. Her parents were entertainers who began to travel about the river kingdoms, taking young Saniana with them. They got into trouble with the Oak Stewards of Sevenarches and decided to emigrate from Sevenarches. They eventually settled in Brevoy. Saniana was drawn to the Green Faith and became a druid, forsaking the arts for an organic life in the wilderness. She explored areas and then served as wilderness guide to travelers. This brought her in contact with the nobles who selected some adventurers to deal with bandits in the Stolen Lands and to establish settlements to claim the land for Brevoy.

Additional Background (Ten Minute Background), incomplete:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Nature is the ultimate mother and father. She respects nature the way most people respect their own mother and father.
2) Nothing excites her like new and different experiences, particularly in a natural environment. Novelty trumps routine every time.
3) Animals are just as interesting as people.
4) Friends are family
5) Stories, music, art--all are fascinating and enjoyable.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Explore all parts of the Stolen Lands, eventually writing a book about the adventures of doing so.
2) Become a kind of ambassador between humans and the fey who live in the stolen lands, particularly the fey who are willing to live and let live.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1)
2)

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Gnome Druid 2
N Small Humanoid (gnome)
Init +0 Senses low-light vision; Perception +9

DEFENSE
AC 17 Touch 11 flat-footed 17 (+4 armor, +2 shield, +1 size)
Warden of Nature: +2 dodge bonus to AC against aberrations, oozes, and vermin
hp 15 (2d8+2)
Fort +4 Ref +0 Will +6
Defensive Abilities Warden of Nature Energy Resistance 1 cold, 1 fire
Fey-Wise +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey
Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

OFFENSE
Speed 20 ft.
Melee Scythe +1 (1d6/x3) or Scimitar +1 (1d4/18-20) or Club +1 (1d4) or Club (with shillelagh) +2 (1d8 + 1) or Sickle +1 (1d4) or shortspear +1 (1d4)
Ranged Shortspear +1 (1d4/20' range) or sling +1 (1d3/50' range)
Special Attacks: +1 against aberrations, oozes, and vermin

Gnome Spell-Like Abilities (CL 2; concentration +4)
1/day--dancing lights, ghost sound, prestidigitation, and speak with animals
1/day (when in forest)--Create Water, Know Direction, Resistance, Goodberry

Druid Spells Prepared (CL 2nd; Concentration +5) Druid Spell List
1st--(3) Summon Minor Ally, Shillelagh, Liberating Command
0th (at will)--(4) Detect Magic, Flare, Light, Resistance
Can replace 1st level prepared spell with Summon Nature’s Ally

STATISTICS
Str 10 Dex 10 Con 12 Int 10 Wis 16 Cha 15 [15 point build, gnome]
Base Atk +1 CMB +0 CMD 10
Feats Groundling
Traits Pioneer, Fey-Wise, Explorer
Skills Craft (Sculptor) +5, Diplomacy 6, Handle Animal +6, Knowledge (Geography) 4, Knowledge (Nature) +7, Perception +9, Profession (Wilderness Guide) +8, Ride -1, Survival +10 (+12 in forest)
Untrained Skill Defaults Acrobatics -5, Appraise +0, Bluff +2, Climb -5, Disguise +2, Escape Artist -5, Fly -5, Heal +3, Intimidate +2, Perform +2, Sense Motive +3 (+4 when dealing with Fey), Stealth -5, Swim -5. All include -5 ACP when fully armored. If not wearing shield, ACP = -3.
Languages Common, Druidic, Gnome, burrowing animals
SQ Nature Bond (badger animal companion, Dax), nature sense, wild empathy +4
Combat Gear: Hide armor, heavy wooden shield, scythe, scimitar, club, sickle, club, sickle, 3 shortspears, sling, 20 sling bullets, flask acid, flask holy water
Other Gear: 3.6 gp, bedroll, blanket, compass, 50' silk rope, 1 sunrod, 10 days gnome trail rations (minus # days on the road), medium sized saddle and saddlebags for mount.
Goodberry Supply:
Weight of combat gear: 40.5 lb. Weight of other gear (on mount): 22.5
Encumbrance: 25/50/75.

Racial Traits:
Standard Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus 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.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
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. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Feat and Skill Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Magical Racial Traits
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.

Senses Racial Traits
Low-Light Vision
: Gnomes can see twice as far as humans in conditions of dim light.

Alternate Racial Traits
Warden of Nature Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.

Fey Thoughts Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

Fey Magic The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. [Forest] The character selects three 0-level druid spells [Create Water, Know Direction, Ressistance] and one 1st-level druid spell [Goodberry]. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. This trait replaces obsessive.

Druid class features:
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 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.

Spells
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Chaotic, Evil, Good, and Lawful Spells
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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)
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

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.

Gnome Favored Class option: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
1st level: 1 cold resistance

Feats, Traits:
Feats:
Groundling
You can speak with burrowing animals.
Prerequisites: Cha 13, gnome, gnome magic racial trait.
Benefit: You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any animal, as usual.

Traits:
Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

The following regional traits can be taken by a character from Sevenarches.
Fey-Wise: You grew up around fey and are accustomed to their tricks. You gain a +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey and a +1 trait bonus on Sense Motive checks against fey.

Explorer (Gnome)
Though many gnomes settle down in communities large enough and interesting enough to provide them with all the stimulation they need you’re never going to be one of them. You are always looking around the next bend in the road or over the next hill, past the borders of where you are to where you want to be.
Benefit: At the beginning of each character level, select one desired terrain type from the following list:
cold
desert
forest Chosen at 1st level.
jungle
mountains (including hills)
plains Chosen at 2nd level.
planes (other than the Material Plane)
swamp
underground (including caves and dungeons)
urban
water
You gain a +2 bonus on all Survival checks made in your desired terrain type.
At the beginning of each level, you must select a new desired terrain type to replace the old one (you cannot take the same desired terrain type two levels in a row).

Animal Companion
Badger: Dax
Starting Statistics
Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Attacks rage (as a barbarian, 6 rounds per day); Special Qualities low-light vision, scent.

Badger calls 1
Badger calls 2
Badger calls 3

Badger Stats:

The squat, waddling badger trudges forth. Thrusting its flattened nose about the ground, it sniffs incessantly.
N Small animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 22 (3d8 + 9)
Fort +5, Ref +6, Will +1

OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +5 (1d4), 2 claws +5 (1d3)
Special Attacks blood rage
Blood rage: When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.

STATISTICS
Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Base Atk +2; CMB –1; CMD 12 (16 vs. trip)
Feats Toughness, weapon finesse
Skills Escape Artist +7, Perception +5, Stealth +7
Tricks Aid, Attack, Come, Defend, Down, Heel, Stay

Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.


Mount:
Herd Animal, Elk
This majestic beast stands the height of a man at its shoulders, a many-tipped rack of proud antlers crowning its head.
Elk: Glyphrd (Glyph)
CR 1
N Medium animal
Init +3; Senses low-light vision; Perception +7

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+6)
Fort +6, Ref +8, Will +2

OFFENSE
Speed 50 ft.
Melee gore +3 (1d6+2), 2 hooves -2 (1d3+1)

STATISTICS
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Lightning Reflexes, Run
Skills Perception +7
Tricks: Attack, Come, Defend, Down, Guard, Heel


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