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Rutia Scipio, Tiefling Druid


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Rutia Scipio, Tiefling Feyspeaker Druid


https://i.pinimg.com/736x/5e/13/5d/5e135de616973acc66a64de1b5b4042c.jpg

 

 

spacer.png Map Token

https://i.imgur.com/TRSHOAo.png

spacer.png Character Generation

Ability Scores: 20 point buy

Strength: 7

Dexterity: 14 (+2 Racial) = 16

Constitution: 12

Intelligence: 12 (-2 Racial) = 10

Wisdom: 14

Charisma: 16 (+2 Racial) = 18


Race: Tiefling

Alternate Racial Traits: Prehensile Tail

Spitespawn SLA: Misdirection

Gender: Female

Age: 23

Height: 5'7"

Weight: 130 lb

Class: Druid (Feyspeaker)

Favored Class: Druid

Favored Class Bonus: SP × 1

Traits: Reactionary, Indomitable Faith Campaign Trait: Riftwarden Orphan Drawbacks: Naive

Skill Ranks: 6 + Int mod + Favored Class Bonus = 7

Skills Trained:  Bluff [1 Rank], Knowledge (History) [1 Rank], Knowledge (Local) [1 Rank], Knowledge (Planes) [1 Rank], Knowledge (Religion) [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Spellcraft [1 Rank]

Background Skill Ranks: 2

Skills Trained: Handle Animal [1 Rank], Linguistics [1 Rank].

Feats: Fey Spell Lore

Languages: Common, Abyssal, Druidic, Sylvan, Terran


Hit Points: Max (d8) + Con mod = 9

Starting Wealth:  40 GP

spacer.png Equipment

 

 

Starting Items Cost
Explorer's Outfit 10 gp

 

Armor Cost
Leather Armor 10 GP

 

Weapons Cost
Sling 0 GP
Quarterstaff 0 GP
   

 

Adventuring Gear Cost
10 Days Animal Feed .5 GP
Backpack 2 GP
Waterskin 1 GP
Holly and Mistletoe 0 GP
Spell Component Pouch 5 GP
Bedroll .1 GP
   

Funds Remaining: 1.4 GP

Damos the Ankylosaurus

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Male Medium Ankylosaurus Level 1 Init +2 HP 17/17 Speed 30'
AC 21 Touch 12 Flat-Footed 19 CMD 13 Fort 2 Ref 5 Will 1 CMB +1 BAB 1
Tail +2 2d6 Bludgeoning
Abilities Str 10 Dex 14 Con 9 Int 2 Wis 12 Cha 8
Condition None
Bonus Trick: Guard Skills: 1 Rank Perception, Acrobatics Feat: Toughness

Statblock

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Rutia Scipio
Female Neutral Good Tiefling (Spitespawn) Druid (Feyspeaker), Level 1, Init 5, HP 9/9, DR Fire/Electricity/Cold (5), Speed 30'
AC 15, Touch 13, Flat-footed 12, CMD 11, Fort 3, Ref 3, Will 5, CMB -2, Base Attack Bonus 0, Action Points 1
Sling +3 (1d4, x2)
Club -2 (1d6-2, x2)
Leather Armor (+2 Armor, +3 Dex)
Abilities Str 7, Dex 16, Con 12, Int 10, Wis 14, Cha 18
Condition None
+2 to Concentration Checks

 

Skills

Acrobatics 3
Bluff 8
Climb -2
Diplomacy 10
Disable Device 3
Escape Artist 3
Handle Animal 8
Heal 2
Intimidate 4
Knowledge (Nature) 4
Linguistics 3
Perception 6
Ride 3
Sense Motive 6
Sleight of Hand 3
Stealth 3
Survival 6
Swim -2
Use Magic Device 4
   

 


          
   

spacer.png Map Token

 

spacer.png Character Generation

Ability Scores: 20 point buy

Strength: 8 (-1)

Dexterity:  18 (+4)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 14 (+2)


Race: Half-Elf

Alternate Racial Traits: Water Child, Sophisticate

Gender: Female

Age: 22

Height: 5'7"

Weight: 130lb

Class: Unchained Rogue

Favored Class: Unchained Rogue

Favored Class Bonus: Skill Point× 1

Traits: Burned (Drawback); Secret-Keeper, Crowd Dodger; Campaign Trait: Pattern Seeker.

Skill Ranks: 8 + Int mod + Favored Class Bonus = 11

Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank].

Background Skill Ranks: 2

Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank].

Feats: TBD (Evil Eye), Combat Expertise <GM Bonus — Free>, TBD <GM Bonus — Advancement>.

Languages: Common, Elven, Aquan, Halfling


Hit Points: Max (1d8) + Con Modifier = 9

Starting Wealth: 4d6 × 10gp = TBD

spacer.png Equipment

Starting Items Cost
 Traveler's outfit 5 gp

 

Weapons Cost
Dagger 2gp

 

Adventuring Gear Cost
     

 

Funds Remaining: TBD


 

Background

 

Rutia remembers little of her childhood. What little she can is of constantly being on the move with her tiefling parents, traveling from place to place, until eventually reaching the kingdom of Mendev. What memories she has of that country are short, violent, and ones she'd rather forget. She remembers being entrusted to the care of family friends, a half-elven druid couple when she was six, and her parents promising that they'd be back in a couple of weeks at the most.

They never came back.

Rutia's caretakers turned adoptive parents eventually took her with them to their circle on the outskirts of Numeria. There, they taught her in the ways of the natural world, introducing her to their druid circle. She joined as an apprentice, travelling to the fey-realms that they so often dealt with. She spent many a year there, dealing and consorting with the fey, before returning to Numeria to tend to the nature there. It's where she met her companion, found from an abandoned egg in the wilderness.

Rutia's progress in the druid circle continued as they turned their task from the fey realms to trying to protect the wild places of Numeria. Not an easy task, with the strange technology that had fallen from the sky complicating things. Rutia could tell things were reaching a boiling point.

Maybe that's why she left. Or maybe she did want to find out more about her birth parents, which is what she told her fellow druids. Rutia isn't sure herself why she timed her heading back to Mendev the way she did. Searching for information on her now-dead birth parents, Rutia and her trusty companion Damos have gone to Kenabres to try and track down records of them. It's her first day in the city and she's stopped by the Honeyed Blackmoor Cafe in order to get some food.

Edited by saithor (see edit history)
Name
Starting Wealth
40
2d6*10 3,1
Ankylosaurus 2nd HD hp
8
1d8 8
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  • Hero points are in play
  • Alternate Spell-Like Ability Spitespawn gain misdirection as a spell-like ability.
  • prehhensile tail not recorded in character sheet
  • Spells and equipment not recorded on sheet

otherwise mechanics for Rutia is fine.

Edited by iantruesilver (see edit history)
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12 hours ago, iantruesilver said:

Shoulda stayed in B.C. and lived out the rest of her life as a hippie. What'd she have to go back to Alaska for?

Sometimes you just have that desire to reconnect with your routes. That and wanting to take a break from trying to broker peace between angry Barbarians and androids.

I’ll get the mechanics fixes done soon

 

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mechanics should be fixed now. I don't have a spell list because as a druid I know all the spells on my list, I just choose which ones to prepare each day.

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