Sophronia's page

No posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).

About Sophronia

NG Human Wild Child Brawler 3/Druid 1

Init: +2; Senses: Perception +4


AC (+2 Dexterity, +1 Dodge) T FF | CMD 18 (20 vs deft maneuvers; 21 vs trip)
hp 42 (3d10+1d8+12[die roll result for base HP roll was 30])
Fort +8 (Base 5 + 3 Con); Ref +5 (Base 3 + 2 Dex); Will +5 (Base 3 + 2 Wis) (+2 vs charm or compulsion)

Heart of the Fields: 1/day ignore fatigued or exhausted condition.


BAB +3; CMB +7 (+2 to all maneuvers, +1 additional to trip)
Dagger +7 (1d4+4 P/S/19–20/x2)
Scythe +7 (2d4+6 P/S/x4; trip, two-handed)
Sickle +7 (1d6+4/x2; trip)
Unarmed Strike +7 (1d6+4/x2)

Flurry: Unarmed Strike +5/+5 (1d6+4/x2)
Flurry: Sickle and Unarmed Strike +5/+5 (1d6+4/1d6+4)

Dagger +5 (1d4+4/19–20/x2) Range 10 ft.
Light crossbow +5 (1d8/19–20x2) Range 80 ft.

Adventuring Abilities: Wild Child/Brawler:

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

Maneuver Training (Ex) (trip): At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. Whenever the wild child chooses a new maneuver for this ability, her animal companion also learns a trick to make use of this combat maneuver; this cannot include tricks that rely on ranged attacks. This bonus trick doesn’t count against the animal companion’s total tricks known and does not take any time or checks to train. Should the wild child gain a new animal companion (such as if the previous one dies), this new animal companion begins with the same number of bonus tricks. This ability alters maneuver training.

Martial Flexibility (Ex) (4/day, 1 min): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike (1d6): At 1st level, a brawler gains Improved Unarmed Strike (Unarmed Combatant in EITR) as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Adventuring Abilities: Druid:

Nature Bond: The druid has a bond with an animal companion. (i.e., brawler+druid levels=level of animal companion.)

Wild Empathy (Ex) (+2): 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.

Druid Spells:

Druid caster level 3 (1 plus Magical Knack), Concentration +3
Druid Spell List

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.

Spells Prepared
LEVEL 0 (Prepare 3/day, cast at will)
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check.
Spark: Ignites flammable objects.

LEVEL 1 (Prepare 2/day)
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Snowball: Throw a conjured ball of snow at a target

Str 18, Dex 14, Con 16, Int 10, Wis 14, Cha 13
(82 pt array, Human bonus to Str (base 16), lvl 4 bonus to Con (Base 15))

Feats, Proficiencies, and Traits:

Feats (EITR)
Unarmed Combatant (Brawler bonus): You are considered to be armed even when unarmed; you do not provoke attacks of opportunity when you attack foes while unarmed. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Deft Maneuvers (Lv 1): You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to use these maneuvers on you.

Animal Affinity (Lv 1 secondary bonus): You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Dodge (Human bonus): +1 dodge bonus to AC and an additional +4 against attacks of opportunity from movement.

Beastmaster Style (Lv 1): When you are adjacent to your animal companion and an attack is made against it, if you are also adjacent to the attacking creature, you can attempt a Handle Animal check as an immediate action to negate the hit. The hit is negated if your Handle Animal check result is greater than the attacker’s attack roll. You cannot use this style if you are mounted on your animal companion.

Precise Shot (Lv 2 sec. bonus): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Scorpion Stance (Brawler lv 2 bonus): You can bull rush, hamstring, overrun, or trip an opponent who is up to two size categories larger than you. You are treated as one size category larger while grappling.

Pack Flanking (Teamwork) (Lv 3): When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.

Alertness (Lv 4 sec. bonus): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Proficiencies A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group (dwarven heavy axe-gauntlet, dwarven light axe-gauntlet, bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, tri-bladed katar, klar, light shield, madu (leather/steel), mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, Spiked heavy shield, Spiked light shield , tekko-kagi, tonfa, unarmed strike, war-shield, dwarven, waveblade, wooden stake, wushu dart). Additional proficient weapons from druid class: scimitar and scythe. She is proficient with light and medium armor and shields (except tower shields), but druids are prohibited from wearing metal armor. Druids must use only shields crafted from wood.

Dedicated Defender(combat): You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Birthmark (faith): You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Magical Knack (Magic): Pick a class when you gain this trait (druid)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Skills and Skill-Related Abilities:

(4 + Human 1/level = 20 + 2 background skills* per level)
Acrobatics +9 (4 ranks + 3 class + Dex 2)
Handle Animal* +10 (4 ranks + 3 class + Cha 1 + 2 feat)
Heal +9 (4 ranks + 3 class + Wis 2)
Knowledge (geography)* +4 (1 rank + 3 class + Int 0)
Knowledge (nature) +9 (4 ranks + 3 class + Int 0 +2 druid)
Perception +4 (0 ranks + Wis 2 + 2 feat)
Profession (farmer)* +10 (3 ranks + 3 class + Wis 2 + 2 racial)
Ride +8 (1 rank + 3 class + Dex 2 + 2 feat)
Sense Motive +11 (4 ranks + 3 class + Wis 2 + 2 feat)
Survival +10 (3 ranks + 3 class + Wis 2 +2 druid)

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (Nature), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill-Related Abilities
Heart of the Fields (4 rp Human race ability): Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill (Profession: Farmer), and once per day they may ignore an effect that would cause them to become fatigued or exhausted.

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

Languages: Common, Chondathan



While she often fights unarmed, Sophronia carries a sickle and scythe, adapted for her from implements on the farm, serving as both weapons and symbols of her service to Chauntea (even if she is not a typical divine servitor). She has, as most people do, a long knife (dagger) that serves various purposes on the road, and picked up a light crossbow off a defeated bandit for handling enemies at a distance, though she’s generally an up close and personal type of combatant. She wears light armor she has gained in her travels. She does not typically use shields (though is capable). I was thinking she might have a cart that Nora is capable of pulling which she uses to travel in, particularly when traveling with caravans. I understand with certain adventures the cart (or Nora!) may not be practical (while with others it could come in handy!).


=In Backpack=

=In Other Container=

Total Carry Weight: (Max Light Load n lbs)



Sophronia is a sturdily built peasant woman of average height with a strong chin, light skin, and auburn hair. While only in her early 20s, sunweathered flesh and chapped hands makes her look older. While she has been traveling long enough to collect some adventuring gear, her look is still largely that of a peasant, complete with broad rimmed hat. Her right palm has a birthmark on it that looks like she was permanently burned by an object carved in the rough shape of a rose. HeroForge "portrait."


Sophronia, in many ways typical of Featherdarrans, tends to be quite practical and focused on the here and now. Due to the tragedies she has experienced, sadness sometimes tinges her words and expression, but she does not believe in “being a bother” and seldom discusses her feelings or troubles with others for fear of “burdening” them; indeed overall she is fairly reticent, though she is not uncivil or discourteous. The downside of course is she tends to swallow a lot of her pain and will channel her suppressed anger and rage into fighting—which may be part of why she is pursuing a path of adventure now.

While she will not charge in blindly to a situation, she much prefers acting on an issue than talking about it. She tries not to dwell on what is out of her control. She has a dry sense of humor, more likely to appear among those whose company she enjoys. While she is not outwardly warm and fuzzy, she possesses a good deal of compassion and is swift to speak up against cruelty. She does not like to kill sentient creatures, but will to protect others if there is no other way to subdue them.

Goals: Find a way to better serve with the gifts Chauntea gave her, find out who/why her farm burned down, protect working Dalesfolk. Long term, return to her farm with money earned from adventuring and make sure her family is set up to rebuild.


Much of Sophronia’s family is dead save two siblings; her mother died of illness; her father was attacked by Cyric worshippers at Blackfeather Bridge, and several family members killed in the fire that consumed her farm (see below). Two of her three siblings yet live, a 16 year old girl named Hellena and a 10 year old boy named Aisa (“Ace” for short), who remain living in the village of Mersham near their farm, as well as several cousins including the one who is currently steward of Rosegrave farm.


Sophronia was born and raised in central Featherdale on her family farm, near a small village called Mersham. The farm primarily grew wheat and barley (much of which was sold to a local brewery) but also kept some cows and chickens mainly for family use. Her grandfather told frequent tales that her family was descended from a high priest of Chauntea and that their bloodline carried her blessing—the farm was named “Rosegrave” for said ancestor’s grave on the property, which was nearly buried beneath a giant rosebush no cutting back could tame. Even with the presence of the grave one really believed the stories—until Sophronia came along, with a birthmark on her palm that looked oddly like a rose. From an early age she manifested some supernatural gifts of magic and a particular affinity with animals, though the former never developed beyond rudimentary talent in magic (which was still a boon to the farming family). The primary blessing, such as it was, took the form of a young cow, Nora, who from calfhood was particularly and unusually devoted to Sophronia. Nora seemed to follow Sophronia around as much as she did her own dam, and later after she had been older and mated, would only allow Sophronia to milk her and kicked anyone else who tried. Sophronia’s father, a practical man who had little need for gods or cows that only obeyed a child, sold Nora to a cousin who lived 12 miles away. Sophronia tearfully bid farewell to Nora. So she was very surprised the next morning to get up and see Nora trotting down the trade lane to return to her family farm, meaning she had not only traveled 12 miles but had escaped the pen at the other farm to do so. Bemused, Sophronia’s father loaded Nora back up into a wagon and brought her back to the new farm and, again, the next morning, there Nora was, trotting up the lane.* Sophronia’s father responded simply, “Well, I guess that means we’re keeping her.”

While many imagine Featherdale as more tame and pastoral than the rest of the Dales—and perhaps this is true—it is nonetheless subject to any number of threats from bandits, goblins, and dissidents stirred up by Sembians to naughty followers of Cyric and Zhent slavers. Sophronia, while a simple farm maid, nonetheless had to help defend her family’s land from a good deal, and became a hardy scrapper, especially with Nora by her side. For example, one day when some bandits snuck into the farm to steal supplies, they surprised Sophronia napping in the barn. Sophronia leapt up and grabbed a scythe to fend them off, and they in turn charged her. Nora, grazing outside the barn, heard Sophronia cry out and charged the leader, who had an unfortunate interaction with Nora’s horns.

When her father and several farmhands were killed on their way to market by zealots of Cyric making their own pilgrimage to Blackfeather Bridge, Sophronia at 17 became in charge of her farm. At 18, Sophronia married Jake, her love of several years, who was a farmhand from a neighboring farm. Jake moved into Rosegrave Farm and helped her run things and wrangle her three younger siblings. Their bliss unfortunately only lasted a few short years, when Sophronia and Jake woke at night surrounded in flames. Someone had set fire to not only the house, but the barn and the nearest, largest wheat field as well. Jake died trying to save Sophronia’s little brother, Aisa. The entire household, hired hands included, worked to combat the blaze, and Sophronia’s ability to summon water magically was critically helpful—but a great deal of damage had been done. Sophronia had lost her husband, grandfather, several employees and cousins, and most of her farm. The extent of the damage and the way it had spread before anyone had noticed suggested magical sources to the arson, and Sophronia had no idea who would go to such lengths to attack her family and the farm or why. No other farms in the region were similarly attacked. A Sembian merchant offered to buy her land from her, which she refused. Instead she worked with a village alderman to ensure the family land would stay legally owned by her family, while she went to travel to see if she could earn enough to rebuild the farm properly. She left the land in the care of a first cousin, who was also looking after her siblings. She left a will with the alderman to ensure her siblings inherited the land if something happened to her.

Sophronia in fact may have been too heartbroken to stay behind, but she also felt a pull toward traveling, both to earn her fortune as she had said, but also to learn more about the world—and if possible, of who or what might have brought such destruction to her farm. She also wanted to help protect Dalesfolk from tragedies like the ones she endured. Part of her feared Chauntea would not forgive her for leaving the farm, but as she traveled and fought off everything from slavers to bulettes to protect the people and their land, she grew certain she was moving toward a calling rather than away. Alongside her all the way was Nora, sole survivor of the barn fire, who would never leave Sophronia’s side despite the strangeness of their new life.

Sophronia recently heard a call to arms for the protection of the Dales—Mistledale in particular, and it feels like the right next step to bring down those fiends who would ruin ordinary working people’s lives in the Dales. So she has joined a caravan to head to Ashabenford to sign up for adventure.

* Based on a true story, though the real cow in question did not end up an adventurer’s animal companion.


Nora the Cow:

N Medium animal
Init +1; Senses low-light vision; Perception +7

AC 14, touch 11, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 20 (4d8+4)
Fort +5, Ref +5, Evasion, Will +1

Speed 40 ft.
Melee gore +6 (1d6+3)
Space 10 ft., Reach 5 ft.

Str 16, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +6 (+2 to powerful maneuvers); CMD 17 (19 vs powerful maneuvers, 21 vs. trip)
Feats Pack Flanking, Powerful Maneuvers (You do not provoke an attack of opportunity when performing a bull rush, drag, hamstring, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers and a +2 bonus to CMD versus these maneuvers.)
Skills Perception +7

Tricks Known (B=Bonus): Defend (B), Heel (B), Down, Work, Maneuver Training Bull Rush +1 (B) ((I am assuming that in addition to bonus tricks known, by 4th level she’d have been able to train Nora in at least 2 tricks))

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.

==Description== Nora is an all-black angus-type cow with a fine set of horns and beautiful big eyes. (Picture)