Post by Sabbathiel Skye on Jul 28, 2011 17:08:48 GMT -5
Name: Sabbathiel Skye
Screen Name: syivandruid
Age: 135
Height: 5'5"
Weight: 105lbs
Eye Color: Cerulean Blue
Hair Color: Dark Brown
A slender, athletic elven woman with long waves of chocolate brown hair, and cerulean blue eyes sharp and observant. Pointed ears of her race, she wears little jewelry save for six silver hoops, three in each ear, one of which bears a small charm of turquoise carved into the shape of a leaf; and a ring upon one finger that offers her magical protection. Often, she will craft simple circlets of flowers, or fallen branches to wear upon her head, or decorate braids with feathers and other findings from her time in the forest. Her scent is that of an elf of the forest; pale golden musk, honeycomb, amber, parma violet, hawthorne bark, aspen leaf, forest lily, life everlasting, white moss, and a hint of wild berry.
Traveler's Attire: Against her skin she wears leafwoven armor tight against her body, atop it is an elven style lightweight sleeveless tunic of various greens, embroidered with leaves in a darker green color that goes to upper thigh. Leggings peek from the split skirt of soft brown she wears, slit up both legs for ease of movement. Dark brown soft leather boots are upon her feet. Medium sized belt of plaited leather with two belt pouches and her scimitar sheath. She also has a lightweight white undershirt she can wear in colder weather beneath the short sleeved tunic.
Noble's Attire: A flowing elven-make dress, simple yet elegant, in light blues and greens of sheer gossamer layers one atop the other. Flowing sleeves move like rippling water. Simple slippers matching the darker blue color of her gown. A simple circlet of flowing braided silver upon her head if she so chooses.
What does your character carry in their adventuring gear?
Backpack, Bedroll, Winter Blanket, 50ft Hemp Rope, Lavender Soap, Flint and Steel, 5 Pitons, Full Waterskin, Small Steel Mirror, 1 pc Chalk, Sewing Needle and Thread, 2 Belt Pouches, Hand Carved Flute, Vial Ink, Pen, 10 Sheets Parchment, Artisan's Tools (Fletching), Noble Outfit, Cold Weather Outfit, Traveler's Outfit, Holy Water Flask, Holly & Mistletoe, Saddlebags with Feed, 1 Bottle Daidaugh Wine / 2 Wineglasses, Seedpod Cheese & Hard Bread, 14 Days Rations
Druidic Companion: None at this time.
Mount: "Kashana" (Night's Fate), a silver mearas stallion with silver mane and tail, and dark midnight body with flecks of silver like the starry night sky. A demanding, graceful, elegant beast. (Treat as light warhorse; mounted combat skill perk, +5 ride check)
Current Rank: Abet'zi Champion
Current Dice: 2d40
Race: Elf, Wood
Racial Weakness: None
Alignment: Neutral Good
Languages: Common, Elvish, Druidic
Primary Class: Druid
Class Bonus: "Shapeshift" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. They also gain "Totem Weapon" of any type (usually a quarterstaff though), imbued with a spirit of their choosing, that gives them a +3 to attack throughout combat.
Secondary Class: Mage
Primary Weapon: "Amdirvreg" - Totem Weapon (staff)
Secondary Weapon: "Laermeleth" - Longbow
Skills
R: Elven Beauty : +10 to Diplomacy.
C: Magical Affinity
C: Healing Affinity 12 healing points
F: Mounted Combat
1. Knowledge (Botany, Dungeoneering) +5 Knowledge
2. Sharpshooter : +1 to rolls during archery matches.
3. Healing Circle : All within a circle made by the healer are healed at once up to 10hp of damage. You may use this once per adventure.
4. Alert +5 Spot & Listen
5. Commune with Nature : This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
6. Enraged Casting +5 to Magic Attack, Once per combat.
7. Acrobatics : +5 to all Acrobatics Checks.
8. Sidestep : Dodge an incoming attack, taking no damage once per combat.
14 Spells:
1 - LIGHTNING ARC
ATTACK
Evocation [Electricity]
Components: V, S
Range: 50 feet (Per rank will grow)
Targets: 1 PC / 2 NPC (per rank will grow)
Saving Throw: Yes - 15+
You may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time), and then arcs off towards any other targets in the area. This spell functions indoors or underground but not underwater.
Attack: +1 (+2/+3/+4/+5)
Vocal: "Tincya en' russe tuulo' moriloomir."
2 - ENTANGLE
EFFECT
Transmutation / Druid
Components: V, S
Range: 50 feet (or per rank)
Targets: 1 PC / 2 NPC (per rank will grow)
Save: Yes - 15+
Grasses, weeds, bushes, vines, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled for one round, losing a turn.
Note: Upon reaching the rank where a dual spell is allowed, the entanglement will also give damage as well as hold for one round (such as thorny vines).
Vocal: "N'tess gothamin."
3 - BRAMBLES
ATTACK
Transmutation / Druid
Components: V, S
Range: Touch
Target: Wooden weapon touched
Save: No
With the sound of twisting wood, the weapon you touch grows sharp spikes like thick rose thorns. For the duration of the spell, the weapon deals both piercing and bludgeoning damage, granting more damage to your hits.
Attack: +1 (+2 one time) // (+1/+2/+3 throughout)
Vocal: "Thalion naik."
4 - HAWKEYE SHOT
ATTACK (inside and outside of combat)
Transmutation
Components: V
Range: 50 ft (to grow per rank)
Target: You
Duration:
By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct. You gain a bonus to all Spot Checks equal to the spell's boost for the duration (outside combat), you also gain a boost to your ranged weapon (inside combat) for one round.
Spot Bonus: +1 (+2, +3, +4, +5)
Attack: +1 (+2, +3, +4, 1d extra)
Vocal: Hawk's cry.
5 - LAY OF THE LAND
EFFECT
Divination
Components: V, S
Range: Self
Target: You
Duration: Instantaneous
You cast this spell and are surrounded with a nimbus of green light. In your mind, a map unfolds of the surrounding area, showing the cities, hamlets, and known ruins as if penned by a cartographer. The light fades but the knowledge of the map remains. You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location.
Vocal: "Athan dor."
6 - SCENT
EFFECT
Transmutation
Components: V, S
Range: Touch
Target: Creature touched
Duration: 3 Hours (or per rank)
Save: No
At your touch, the creature inhales deeply, experiencing a new world of sensory input. You give the creature touched the olfactory ability of a forest dwelling animal. You can identify any scent you've smelled in the past, and if you know, or have an item with the scent of a person or creature, you can track their whereabouts.
Vocal:
7 - READ SCRIPT
EFFECT
Divination
Components: V, S
Range: Personal
Target: You
Duration: 3 hours (Or per rank)
This spell allows you to decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll, or if read aloud that triggers the magic. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without a need to recast the spell for the duration.
Vocal: "Parm templa tengwa."
8 - REMOVE CURSE
EFFECT
Abjuration
Components: V, S
Target: 1PC, 2NPCs (Or per rank)
Duration: Instantaneous
Save: No, unless GM decided otherwise
This instantaneously removes all curses on an object or a creature. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher (as per GM's decision).
Vocal:
9 - CALM ANIMALS
EFFECT
Enchantment
Components: V, S
Range:
Targets: Up to 2 Animals (NPC's) (or per rank)
Duration: 3 Hours (or per rank)
Save: If resistant, yes
This spell soothes and quiets animals, rendering them docile and harmless for the duration of the spell. Only ordinary animals can be affected by this spell. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. They are not helpless and will defend themselves if attacked.
Vocal:
10 - ELEMENTAL ENDURANCE
EFFECT
Abjuration
Components: V, S
Range: Touch
Target: 1 PC, 2NPCs (Or per rank)
Duration: 3 Hours (or per rank)
Save: No
A creature protected by this spell suffers no harm from being in an adverse environment. The targets are protected within these environments without having to make any saves. The creature’s equipment is likewise protected. This allows protection against fire, cold, salt, lack of air, or any other adverse environment one may face on this plane or any other.
Vocal:
11 - BARKSKIN
DEFENSE
Transmutation
Components: V, S
Range: Touch
Target: 1 PC, 2 NPC's or per level
Duration: 3 hours
Save: None
Barkskin toughens a creature’s skin, giving them a boost to defense. This spell grows with the caster, until at Grinja rank they may have this defense throughout combat.
Defense: +1/+2 (one time) (+1/+2/+3 throughout)
Vocal:
12 - DETECT SNARES & PITS
EFFECT
Divination
Components: V, S
Range: 50 ft. (or per rank)
Duration: 3 hours (Or per rank)
Save: No
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps. Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
Vocal:
13 - SEEDBOMB
ATTACK
Conjuration (Creation) [Fire]
Components: V, S, M
Range: 50 feet (or per rank)
Targets: 2 acorns or seeds (2 NPC's can be targeted) (or per rank)
Duration: Can be saved up to 3 hours
Save: Yes if striking PC's/NPC's agst extra dmg
Depending on the version of seedbomb you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: Acorns can be turned into special splash weapons that can be hurled as far as one's range allows. Each acorn explodes upon striking any hard surface, or target. It also ignites any combustible materials within 10 feet. If the target saves, they do not take the extra damage, but they are still hit and take normal damage from combat dice roll.
Holly Berry Bombs: You turn holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within range and speak a word of command, each berry instantly bursts into flame, causing fire damage to all targeted creatures in area, and igniting any combustible materials within 5 feet. A creature that passes it's save, only takes normal combat dice damage.
Attack: +1 (+2/+3/+4/+5)
Material: The acorns or holly berries.
Vocal:
14 - ELEMENTAL ARROWSTRIKE
ATTACK
Conjuration
Components: V, S
Range: Self
Targets: 1PC, 2NPC's or per rank
Save: Yes
This spell coats an arrow upon the drawing of one's bow, in whatever element that the caster wishes (such as fire, ice, lightning). The caster is allowed to shoot as many elementally charged arrows as per her rank, each taking on the element that is chosen. If the target/s passes their save, the first target still takes the damage from the mundane arrow that hit the target.
Attack: +1 (+2/+3/+4/1d extra)
Vocal: "Laermeleth, pilin en' templa."
Dawn
Faerie Fire
Hide from Animals
Pass Without Trace
Speak with Animals
Aspect of the wolf
Branch to Branch
Camouflage
Daylight
Neutralize Poison
Remove Disease
Corona of cold
Dehydrate
Entangling Staff
Thornskin