Arlindil

Silmarye Leafwalker's page

117 posts. Alias of Mike Tuholski.


Full Name

Silmarye Leafwalker

Race

Elf | HP 17/17

stats:
AC/T/FF 15/12/13 | Fort/Ref/Will +4/+2/+6 | Init +3
Sticky: HP 16/16
stats:
AC/T/FF 11/10/11 | Fort/Ref/Will +4/+3/+2 | Init +1

Classes/Levels

Druid (Treesinger) 1 | Perception +10 | Sense Motive +3 | Sticky Perception +5

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Gozreh

Languages

Common, Elven, Sylvan, Gnome, Druidic, Polyglot

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 17
Charisma 11

About Silmarye Leafwalker

[dice=Silmarye Initiative]1d20 + 3[/dice]
[dice=Silmarrye Perception]1d20 + 10[/dice]

30' move speed

Spells Prepared:

Cantrips (DC 13; 4/day)
Detect Magic
Create Water
Purify Food and Drink

1st level (DC 14; 3/day)
Cure Light Wounds
Cure Light Wounds

Offense:

BAB +1

[dice=CMB]1d20 + 2[/dice]

[dice=+1 dagger]1d20 + 3[/dice]
[dice=damage]1d4 + 2[/dice]

[dice=cold iron dagger]1d20 + 2[/dice]
[dice=damage]1d4 + 1[/dice]

[dice=brass knuckles]1d20 + 2[/dice]
[dice=damage]1d3 + 1[/dice]

[dice=shortbow]1d20 + 3[/dice]
[dice=damage]1d6[/dice]

[dice=shortbow into melee]1d20 + 3 - 4[/dice]
[dice=damage]1d6[/dice]

Defense:

HP 17

AC 15 (+2 armor, +1 shield, +2 dex)
T 12 (+2 dex)
FF 13 (+2 armor, +1 shield)

Fort +4 (+3 class, +1 con)
Ref +2 (+2 dex)
Will +3 (+3 class, +3 wis)

CMD 14 (+1 BAB, +1 str, +1 dex)

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Traits:

Adopted (social): You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Animal Friend (race-gnome): You've long been a friend to animals, and feel safer when animals are nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Mwangi Scholar (campaign): The Mwangi Expanse is one of the richest regions in all of Golarion, and also one of the most mysterious. Despite its history of countless years and its fostering of nameless empires, very little is known of the Mwangi Expanse by outsiders or even natives of the primeval, jungle-covered land. You have long studied the region and its lore, and count yourself among a small handful of genuine experts throughout the Inner Sea. The Jenivere promises to take you to the very subject of your fascination, and you eagerly await firsthand investigation of the deep jungles and cyclopean ruins of Garund’s interior. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse. Characters with this trait likely boarded the Jenivere in Ilizmagorti or one of the cities of the Shackles or the Mwangi Expanse.

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 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.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. 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: 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.

Plant Bond (Ex): At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms. The first grants the treesinger one of the following domains: Plant (Core Rulebook); Growth ; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger’s effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants listed in Plant Companions. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list of plant companions, this ability otherwise works like the standard druid’s animal companion ability.

Plant bond replaces the druid’s nature bond ability.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Green Empathy (Ex): At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.

To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check. This ability replaces the wild empathy class feature.

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.

Feats:

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Spell Focus (conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Skills:

[dice=Acrobatics]1d20 + 2[/dice]
[dice=Appraise]1d20 + 2[/dice]
[dice=Bluff]1d20 + 0[/dice]
[dice=Climb]1d20 + 4[/dice]
[dice=Craft (untrained)]1d20 + 2[/dice]
[dice=Diplomacy]1d20 + 0[/dice]
[dice=Disguise]1d20 + 0[/dice]
[dice=Escape Artist]1d20 + 2[/dice]
[dice=Fly]1d20 + 2[/dice]
[dice=Handle Animal]1d20 + 5[/dice]
[dice=Heal]1d20 + 7[/dice]
[dice=Intimidate]1d20 + 0[/dice]
[dice=Knowledge (nature)]1d20 + 10[/dice]
[dice=Perception]1d20 + 10[/dice]
[dice=Perform (untrained)]1d20 + 0[/dice]
[dice=Ride]1d20 + 2[/dice]
[dice=Sense Motive]1d20 + 3[/dice]
[dice=Spellcraft]1d20 + 6[/dice]
[dice=Stealth]1d20 + 2[/dice]
[dice=Survival]1d20 + 11[/dice]
[dice=Swim]1d20 + 5[/dice]

Equipment:

traveler's outfit, spell component pouch (2), rope (50')

leather armor, light wooden shield

+1 dagger, cold iron dagger, brass knuckles, shortbow, cold iron arrows with silver weapon blanch (20)

4 gp

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Sticky the Treant Sapling

[dice=Sticky Initiative]1d20 + 1[/dice]
[dice=Sticky Perception]1d20 + 5[/dice]

30' move speed, 30' climb speed

Ability Scores:

Str 15 (+2)
Dex 10 (+0)
Con 12 (+1)
Int 2 (-4)
Wis 12 (+1)
Cha 7 (-2)

Offense:

BAB +2

[dice=CMB]1d20 + 4[/dice]

[dice=slam]1d20 + 4[/dice]
[dice=damage]1d6 + 2[/dice]
[dice=slam]1d20 + 4[/dice]
[dice=damage]1d6 + 2[/dice]

Defense:

HP 16

AC 11 (+1 natural)
T 10 ()
FF 11 (+1 natural)

Fort +4 (+3 class, +1 con)
Ref +3 (+3 class)
Will +2 (+1 class, +1 wis)

CMD 14 (+2 BAB, +2 str)

Abilities:

Low-Light Vision: Treants can see twice as far as humans in conditions of dim light.
Double Damage Against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
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 spell with a range of touch) 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.

Tricks:

Total Tricks Available: 7 (Int of 2 grants 6 plus one bonus)

Attack (two tricks) (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals, Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberratons) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

Feats:

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Light Armor Proficiency: You are skilled at wearing light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.

Skills:

[dice=Acrobatics]1d20 + 0[/dice]
[dice=Climb]1d20 + 6[/dice]
[dice=Escape Artist]1d20 + 0[/dice]
[dice=Fly]1d20 + 0[/dice]
[dice=Intimidate]1d20 - 2[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Stealth]1d20 + 0[/dice]
[dice=Survival]1d20 + 1[/dice]
[dice=Swim]1d20 + 6[/dice]

Equipment:

========================================================================

Appearance:
Silmarye is a tall lithe elf with tribal tattoos lining his face. His long straight brown hair flows well past his shoulders. His clothing often incorporates patterns of leaves and flowers and occasionally even incorporates living leaves dangling as decorations. He is lightly equipped but quick prepared to look after himself in the woods or jungle. Despite his wild leanings, he keeps a remarkably clean appearance. Silmarye is never seen far from the treant friend he awoke several years ago. Silmarye has affectionately named the treant sapling Sticky.

Background:
Silmarye grew up in the Kyonin settlement of Omesta, a small and curious enclave where gnomes make their homes in the trees-indeed, it is one of the few places in Kyonin where another race makes permanent residence among the elves. Silmarye made good friends with the gnomish community nearby and often spent much time leaping about the trees with them. As such, he was perhaps more prone than a normal Kyonin elf to seek out adventure and has thus been traveling far from his homeland for a great number of years now exploring the forests and jungles of Kyonin. Silmarye has yet to visit the famous jungles of Garund and the Mwangi Expanse within and so he has booked passage on the Jenivere to fulfill this lifelong dream of seeing the vast forested landscapes of the southern continent.

Boons:

Aerys has offered to let you read her in-progress epic, the Abendago Cantos. They are very well written and contain compelling themes of the strength of personality against incalculable odds. Anyone who reads it for 8 hours gains a permanent +1 bonus on all Will saving throws against compulsion effects.

By finding evidence of Jask's innocence, you have won his good graces (well, even more than before). Jask shares a number of mantras and focusing chants—with a day of practice, these chants grant a +2 bonus on concentration checks.