Lini

Willow Earthsong's page

20 posts. Alias of Joy.


Full Name

Willow Earthsong

Race

Gnome

Classes/Levels

Cleric / 1

Gender

Female

Size

Small

Age

22

Alignment

Neutral Good

Languages

Common, Gnomish, Sylvan, Skald

Occupation

Wanderer

Strength 10
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 16
Charisma 13

About Willow Earthsong

Combat:

Initiative:
HP: 9
AC:
FF:
Touch:

BAB: 0
Melee: 0
Ranged: 0

CMB: 0
CMD: 10

Saving Throws
Fortitude: +3
Reflex: +0
Will: +5

Skills:

knowlege religion +5 [1rank+3inclass+1int]
know nature +5 [1rank+3inclass+1int]
spellcraft +5 [1rank+3inclass+1int]
heal +7 [1rank+3inclass+3wis]

Traits and Feats:

Traits
Northern Ancestry
Animal Friend

Feats
Animal Affinity

Spells and Domains:

Spells Prepared for the Day

Orisons
Spark
Mending
Detect Magic

1st Level

Domains

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Water Domain

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Gnome Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and 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.

Slow Speed: Gnomes have a base speed of 20 feet.

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

Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.

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.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

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

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

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.

Background and Appearance:

Appearance:

Willow stands just a few inches over 3 feet and is rather slender, weighing about 55 lbs. Her large eyes are a brilliant emerald green with flecks of gold and her long, thick hair appears streaked in several shades of green, ranging from a pale green to a green so dark as to almost appear black.

Willow typically layers her clothing in shades of greens and browns. A normal outfit for her consists of a pale green blouse with a dark green bodice and a brown skirt with leather boots. A thick, brown woolen cloak, lined with green silk is worn when it is cold out. She also likes to weave ribbons of various greens throughout her hair.

Personality

Willow almost seems to have two different personalities depending on the social situation. Among large groups of people she can seem shy and withdrawn. Among trusted friends and small groups of people, she seems to be rather cheerful and carefree. She also seems to possess what could be more than a healthy does of curiosity that can be seen as both a positive and negative trait. It really just depends whether it leads her into trouble or not.

Willow has always displayed a talent for healing and a need to nurture anything she finds injured, which her parents general viewed as a positive trait. Though, on occasion, it has led to minor disasters. Such as the time she brought home the injured skunk without informing her parents about it. It took over a week to air out their home after her mother accidentally startled it.

Due to her fairly isolated upbringing, Willow is also a bit naive when it comes to dealing with other people. She has trouble sensing peoples true motives and telling truth from lie. This naivety is a definite negative trait.

Background:

Willow grew up deep within the Border Woods, learning the faith and woodcraft of her parents and their parents before them. A curious young lass, Willow was usually to be found outside of their burrow style home, exploring the nearby areas and attempting to make friends
with every little creature that she found. She particularly exasperated her parents by always bringing home some sick or injured animal that she would find and insist upon nursing back to health.

Willow would have been quite happy to have stayed living deep within the woods, except for the recent incursion of strange and vicious wolves to the area. After Willow and her parents returned home after a supply trip to Heldren, they found their meager livestock slaughtered, their home dug into and large paw prints all around their little home and barn. Too afraid to stay, her parents gathered up what little could be salvaged and made the trip back to Heldren with the intent to reluctantly resettle there.

Rather unhappy with living in the town, even one as small as Haldren, Willow is constantly making trips back into the edge of the woods. Being a young adult now, she is considering leaving her parents and spending some time adventuring on her own.

Inherited Item
Willow's most prized possession is an intricately carved symbol of Gozreh made from the wood of a willow tree. It was crafted by her maternal grandfather and given to her maternal grandmother as a courting gift. It had been passed down to Willow's mother who in turn gave it to her the day she dedicated herself to Gozreh's worship.

Wealth and Equipment:

Wealth

Armor

Weapons

Equipment