![]() About Shirin RavengaleShirin Ravengale
Druid Domain Spells (Spontaneous):
Ranger Spells Prepared:
Special Abilities:
Nature Bond (Ex): Chose Weather(Storms) Sub-Domain Windwalker (Ex): The penalties from natural or magical wind effects are treated as one step less severe for a storm druid.
Eyes of the Storm (Ex): A storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. (15ft) Windlord: Select an additional Domain. Chose Air (Wind) sub-domain. Wild Empathy (Ex): 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. (+10) Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II. Spontaneous Domain Casting: Self-explanatory. Able to spontaneously cast any domain spells the druid has available. Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (9/day) Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive. (11 rounds) Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (9/day) Electricity Resistance (Ex): 10 Arrow-Splitter (Ex): A toxophilite gains a +1 bonus on ranged attack rolls against creatures or objects two or more size categories smaller than her. The toxophilite's ranged attacks also deal full damage to objects instead of half damage. Intercept Arrow (Ex): At 3rd level, a toxophilite can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the toxophilite makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent's roll, the opponent's initial attack automatically misses. For each size category the attacking creature is larger than the toxophilite, the toxophilite takes a –4 penalty on her attack roll. The toxophilite must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can't be deflected. Improved Intercept (Ex): At 11th level, when the toxophilite takes a full-attack action with a ranged weapon, she can choose to forgo one of her attacks. If she does so, she can use her intercept arrow ability as an immediate action instead of a readied action at any time before her next turn. Her attack roll to intercept uses the same bonuses as the attack she chose to forgo during her previous action. Favored Enemy Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Favored Terrain Evasion: When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. (5/5) Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. (+1d6) Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast. Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. Low-Light Vision: See perfectly in conditions of dim light. -------------------- Background:
Shirin was born in Arsmeril, an elven village bordering the Mierani Forest and overlooking the Steaming Sea atop a towering cliffside. Her childhood was spent being tutored in the ways of Druidism, and once she was able she was soon soaring over the cliffside, elated at the sights below and above alike. She held no fear for the mists or storms that would strike. Even enjoyed flying when the storms were strongest, relishing the challenge they posed. When she wasn't flying about, or exploring what she could of the sea, she would brave the forest and with her extraordinary skill in archery, stealth and tracking, as well as her attunement to nature, she would always come home with food. She shared space at home with an older half-sister, her mother, and the elven man her mother had taken for a mate. She never knew her own father, he had left them before she could remember him. Her mother used to tell her stories of battles that he had fought in, cities and towns he had defended. Those stories would cause her to swell with pride, but only momentarily. For soon after her thoughts would wander back to 'why did he leave us?' and her mood would sour. She proved a quick learner during her studies, and began to garner attention from some beyond the borders of her home. Then soon came the time she was to be tested for initiation. The Mierani circle had sent a representative for her and should she pass their tests, she would depart to join the circle. Trials of the body, mind and faith that spanned weeks she passed with flying colors, and she was off to meet the archdruids. She would never make it to them, though. As fate would have it, destiny had another plan for her and her gifts. The details of it are still foggy in her mind, and can't be sure of where anything went wrong. But when she woke, she found herself on the edge of the forest. No one was there with her, so she made her way back to Arsmeril to find out what happened, or if anyone knew. But as the village came into view, she realized that no one would. It was Arsmeril, but different. Newer. She did not recognize any faces amongst the population there and began to wonder if she was dreaming or under some kind of spell. But it was no spell. By some anomaly of time and space beyond her understanding, she had moved forward through time. She was soon to discover just how much time as the only living elf that remembered her family, and only through stories told her of their passing. Nearly two millenia she had skipped, and now she found herself alone in a strange, but familiar world. Ghosts of her childhood would haunt her in her dreams, and soon she could not bare living amongst those memories. When the next caravan left for Sandpoint and its Swallowtail Festival, she would accompany them in search of a new home, and a new purpose. Where she met Ameiko Kaijitsu, becoming good friends with the Innkeep of the Rusty Dragon Inn and slowly adjusted to her new place in time where she was soon loved by her peers.
-------------------- Intro:
Ameiko Kaijitsu hummed a jovial tune as she cleaned glasses behind the bar. Business was going well today, the Swallowtail Festival brought in numerous customers. One in particular brought a grin to her face as she stepped through the doors. The woman was of average height and slender build. Her raven black hair hung loosely down her back, bringing out the bright green of her pensive eyes as it cast over them like a curtain. She wore black hide armor, adorned with white fur about her shoulders, upon which slung a bow in its quiver. Shirin was her name. She was relatively new to Sandpoint, only having lived there for maybe a year now, but in that time had become one of Ameiko's closer friends. The circumstances that brought Shirin here were still a mystery to her, but it was clear she must have come from some elven establishment. Shirin's wild but reclusive nature reminded her of them. She set the glass she currently slaved over down on the counter, drying her hands as she regarded her friend with a teasing grin. "Not participating in the games? You could rake in the prizes with your skill. Maybe I wouldn't have to cook, I heard they're giving out pies to the winners of the Devil Hunt." She winked for a little emphasis. The answering laughter was soft, but melodic, reminiscent of birdsong and had Ameiko secretly jealous. Shirin took up a seat on one of the stools and gave Ameiko an inquisitive stare before relenting, returning her friends cheer. "I wouldn't rob the good people of Sandpoint of their bounty. Besides, I've been told that they aren't exactly magnificent." She held her gaze steady, her smile growing ever more broad as Ameiko moaned, going back to her work. "I wouldn't want to disappoint you." "Yeah, right." Ameiko turned, waving a ladle scoldingly. "I think you plan to keep it for yourself." Her eyes narrowed as the ladle descended and pointed straight into Shirin's face. "All humor aside, you should see the festival. There will be all kinds of people there, who knows who you'll meet? Maybe a man will come and sweep you off your feet, carrying you off into the sunset." Shirin rolled her eyes. "And likely lose a hand." Her matchmaking shenanigans shot down before they could take off, Ameiko's ladle drooped as did her smile. "Off with you, I'd join you but I must tend the Inn. Perhaps later." Shirin sighed, turning to leave and rob the good citizens of Sandpoint of their mediocre pie.
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Description:
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