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Slyvaria of Mosstone
Slyvaria of Mosstone
Female Half-elf Druid 4/Rogue 1/Daggerspell Shaper 4
NG Medium Humanoid (Half-elf)
Init + 5; Senses Perception + 19, Low-light
AC 27, touch 18, flat-footed 22 (+ 7 Armor, + 5 Dexterity, + 2 Shield, + 2 Deflection, + 1 Insight)
hp 75 (9d8 + 27)
Fort + 10, Ref + 12, Will + 13
Defensive Abilities: Elven Immunities, Resist Nature’s Lure
Spd 40 ft.
+ 2 Mithral Dagger + 12/ + 7 (1d4+ 5/19-20/x2 + 1d6 Acid) or
+ 1 Dagger + 11/ + 6 (1d4 + 2/19-20/x2)
Masterwork Composite Shortbow (Mighty + 3) + 9 / + 5 (1d8+4/20/x3)
Special Attacks Sneak Attack +3D6, Daggerclaws
Druid Spells Per Day (CL 7, + 9 melee touch, + 11 ranged touch):
0 Level – 4, 1st Level – 5 + 1, 2nd Level – 4 + 1, 3rd Level – 3 + 1, 4th Level – 2 + 1
Str 16, Dex 20, Con 16, Int 14, Wis 20, Cha 14
Base Atk + 6; CMB + 9; CMD 27
Feats Two Weapon-fighting, Weapon Focus: Dagger, Fleet of Foot, Skill Focus: Acrobatics, Extra Wild Shape, Natural Spell, Shadow Strike, Wild Speech
Skills Acrobatics + 22, Appraise + 6, Athletics + 8, Bluff + 6, Diplomacy + 10, Disable Device + 20, Disguise + 6, Escape Artist + 15, Fly + 9, Heal + 10, Intimidate + 2, Knowledge: Geography + 6, Knowledge: Local + 6, Knowledge: Nature + 8, Linguistics + 8, Perception + 19, Ride + 9, Sense Motive + 10, Sleight of Hand + 9, Spellcraft + 12, Stealth + 22, Survival + 13
Languages Common, Elven, Slyvan, Druid, Goblin Giant, Auran, Ignan
SQ Elven Blood, Elven Immunities, Keen Senses, Multitalented, Trapfinding, Spontaneous Casting, Orisons, Nature Bond (Fire Domain), Nature Sense, Wild Empathy + 6, Woodland Stride, Trackless Step, Resist Natures’s Lure, Wild Shape 4/day, Daggercast, Daggerclaws
Combat Gear + 2 Mithral Dagger, + 1 Dagger (3), Masterwork Dagger (2), Darkwood Breastplate + 1, Nimble, Darkwood Buckler + 1, Ring of Protection + 2, Vest of Resistance + 2, Masterwork Composite Short Bow (Mighty + 3), Belt of Incredible Dexterity + 2, Acrobatic Boots, Ring of Mind Shielding, Hat of Disguise, Gloves of the Balanced Hands, Cloak of the Hunter, Periapt of Wisdom + 2, Heward’s Handy Haversack, Dusty Rose Ion Stone, Wand of Cure Light Wounds (25), Wand of Spider Climb (12), Weapon Crystal (Acid); Other Gear Masterwork Potion Belt, Bedroll, Flint and steel, Crowbar, Pouch, belt (empty), Quiver, Arrows (20), Rations, trail (per day) (10), Silk Rope (50’ feet), Grappling Hook, Waterskin, Whetstone, Explorer’s Outfit, Potion of Cure Light Wounds (4), Potion of Cure Moderate Wounds (2), Potion of Jump, Potion of Invisibility, Potion of Mage Armor (3), Potion of Bless
Elven Immunities: Halve-elves are immune to magic sleep and receive a + 2 racial bonus on saves versus enchantments
Elven Blood: Half-elves count as both elves and human
Keen Senses: Half-elves receive a + 2 racial bonus on Perception checks
Mulitalented: Half-elves may choose two favored classes
Sneak Attack +3d6: A rogue may deal extra damage when their target is denied their dexterity bonus or when flanking
Trapfinding + 1: A rogue gets ½ their level to Perception checks to detect traps and to Disable Device
Nature bond (Fire Domain): A druid may select a domain as their Nature bond.
Firebolt 8/day: As standard you may fire a bolt of fire as a range touch attack of 30 feet. The firebolt does 1d6 +2 points of fire damage.
Nature Sense: A druid gains a + 2 bonus on Knowledge (Nature) and Survival.
Wild Empathy +6: A druid can improve the attitude of an animal as with Diplomacy.
Woodland Stride: A druid may move through any sort of undergrowth at normal speeds.
Trackless Steps: A druid leaves no trail in natural surroundings and cannot be tracked.
Resist Nature’s Lure: A druid receives a + 4 bonus on saving throws versus spell-like and supernatural abilities of fey.
Wild Shape (Su) 4/day: A druid may take the form of a Diminutive, Tiny, Small, Medium, Large or Huge Animal as Beast Shape III, a small or medium Elemental as Elemental Body II; or a plant as Plant Shape I for up to 8 hours.
Daggercast: A daggerspell shaper may cast spells with both somatic and material components when holding a dagger in each hand. She may also deliver a touch spell through her dagger as part of a normal melee attack or melee touch attack.
Daggerclaws: Whenever a daggerspell shaper uses her wild shape ability the magical and material components of her dagger become part of her natural attack for the corresponding limb of her new form.
Typical Spells Memorized:
0 Level: Create Water, Detect Magic, Light, Read Magic
1st Level: Burning Hands *, Cure Light Wounds, Entangle, Lesser Vigor, Longstrider, Produce Flame
2nd Level: Barkskin, Bull’s Strength, Daggerspell Stance, Healing Sting, Produce Flame *
3rd Level: Cure Moderate Wounds, Fireball *, Ice Lance, Lion’s Charge
4th Level: Freedom of Movement, Icestorm, Wall of Fire *
- Domain spells