About Selene SolarisBackground:
Selene is an odd one of sorts.. Born under the sign of the Spectre she is lives the circle of life and death constantly.. Upon death she is reincarnated and lives another life, although the majority of her previous lives aren't remembered.. She embodies the sign heart and soul. Selene is an easy going spirit, not one to look for trouble, but not one to shy away from it either.. She lives her live mostly in the solitude of wilderness, taking animal companions from time to time.. Because of this nothing matters more to her than the safety of the wilderness.. She has died to protect it.. Her last life was ended trying to stop an advancement of Orcs through Qual and her area of the forest.. It seems that most of her lives were ended in the forestry realm she inhabits.. Perhaps these little tidbits of previous lives is what brings her back to the forest.. She currently resides in the Boskenland.. Selene is tall and slender, almost frail looking.. Her skin is a light blue, her hair a darker shade..
Crunch:
Selene Solaris Samsaran Wizard 1 (conjuration)/Druid 1 (reincarnated druid) N Medium Humanoid Init +6; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 15 (1d6+1d8+4) Fort +3, Ref +2, Will +7; +2 bonus vs. death, negative energy, removing negative levels -------------------- Offense -------------------- Speed 30 ft. Melee Staff -1(1d6-1) Ranged Touch +2 Wizard Spells (CL 1): CC +5 0 (at will) 1 (3/day) Druid Spells (CL 2): CC +4 0 (at will) 1 (2/day) -------------------- Statistics -------------------- Str 9, Dex 14, Con 12, Int 18, Wis 17, Cha 9 Base Atk +0; CMB -2; CMD 10 Feats Scribe Scroll, Spell Focus (Conjuration) Trait Wisdom in the Flesh(stealth), Starborn(The Spectre) Skills Climb +3, Knowledge (arcana) +8, Knowledge (Dung) +8, Knowledge (History) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (nature) +10, Knowledge (religion) +8, Perception +10, Sense Motive +5, Spellcraft +9, Stealth +6, Survival +9, Swim +3 Languages Abyssal, Celestial, Common, Draconic, Elven, Samsaran SQ +4 to initiative checks, arcane bonds (arcane familiar, arctic hare), empathic link with familiar, lifebound, mystic past life (wizard), opposition schools (enchantment/necromancy), share spells with familiar, specialized schools (conjuration), acid dart 1d6+1 (7/day), summoner's charm(+1rds), nature bond, nature sense Other Gear Dagger, Mwk Backpack, Bedroll, Travelers Spellbook, Spellbook, Spell Comp Pouch(2), Silver Holy Symbol(Lumiya), Staff, Cold Weather Outfit, Winter Blanket, Potion Cure Lt., 8gp -------------------- Special Abilities -------------------- +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Lifebound (Ex) +2 to save vs death/neg energy/neg levels and Con checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack Add +2 to caster level, up to HD Mystic Past Life (Wizard) You can add spells from another spellcasting class to the spell list of your current spellcasting class. Spells Added: Timely Inspiration, Gallant Inspiration, Arcane Concordance, Bard's Escape, Brilliant Inspiration Nature Bond Animal Companion Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Starborn(The Spectre) 1/day +2 luck bonus to a single Will saving throw or +2 luck bonus to any skill check. Wizard Spells Prepared:
Spells Prepared (CL 1): CC +5 0 (at will) Acid Splash, Detect Magic, Light 1 (3/day) Color Spray x2(DC 15), Grease(DC 16) Druid Spells Prepared:
Spells Prepared (CL 1): CC +4 0 (at will) Detect Poison, Guidance, Stabilize 1 (2/day) Cure Light Wounds, Entangle(DC 14) Scrolls:
Scroll of Mage Armor Scroll of Color Spray(2) Scroll of Grease Scroll of Shield Spellbook:
0-All but Enchantment, Necromancy 1st-Color Spray, Ear Piercing Scream, Grease, Mage Armor, Shield, Snowball, Timely Inspiration Animal Companion:
Fang Medium Animal Init +; Senses low-light vision, scent; Perception +6 DEFENSE AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 18/18 (2d8+2) Fort +4, Ref +6, Will +2 OFFENSE Speed 40 ft. Melee 2 claws +2 (1d4+1), bite +2 (1d6+1) Space 5 ft.; Reach 5 ft. Special Attacks rake (2 claws +2, 1d4+1) STATISTICS Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10 Base Atk +1; CMB +2; CMD 15 (+4 vs. trip) Feats Toughness Skills Acrobatics +7, Climb +1, Perception +6, Stealth +11, Survival +2, Swim +1; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass) Special Abilities Link, Share Spells Familiar:
Snowball Arctic Hare N Tiny Magical Beast ((animal)) Init +3; Senses low-light vision; Perception +1 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural) hp 4 (1d8-1) Fort +1, Ref +5, Will +3 -------------------- Offense -------------------- Speed 50 ft. Melee Bite (Arctic Hare) -2 (1d3-4/x2) Space 2.5 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5 Base Atk +0; CMB +1; CMD 7 (11 vs. Trip) Feats Run Skills Acrobatics +3 (+7 to jump with a running start, +11 jump), Climb +7, Fly +7, Spellcraft -1, Stealth +15 (+19 in snow) Languages SQ +4 stealth in snow, improved evasion Other Gear You have no money! -------------------- Special Abilities -------------------- +4 Stealth in snow (Ex) You gain a bonus to Stealth Checks under the listed conditions. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Deity:
Lumiya Lumiya is the elven goddess of the moon. She rules the night as Brith rules the day. She was the first of the gods to emerge from the starry body of Nuith and carries more of her mother’s wisdom than any of the other children. She is the goddess of those who prophesy the future and has a special dominion over the hours of rest, when elves enter trance. This means she is also goddess of dreams, which often bring visions of what is to come and of healing, which is greatly aided by sleep. The light of Lumiya is also that by which night creatures hunt. She is both the protector of animals and the patroness of hunting. If an animal escapes the chase, then it is said that Lumiya has blessed it; if the hunting party brings home meat, then thanks are given to Lumiya. Finally, as the changing moon, she is patroness of the tides of the sea. Alignment: Neutral Good
Sign:
The Spectre The eleventh month is often said to be of ill omen. The animals are slaughtered on its first day, in the blood-harvest; by the end of the month, the bitter cold of the season has usually claimed its first victims. The sign of the Spectre is a grim reminder of death, which also has its place in the order of things. It also recalls the belief that the souls of the dead are believed to revisit the world during this month, to make sure they have not been forgotten. Those born under the sign of the Spectre seem to be older than their true age, as if they were recalling some previous life. Benefit: +2 luck bonus to a single Will saving throw or +2 luck
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