InVinoVeritas, my character is ready for your perusal: [sblock]I was attempting to send you the scans of the Sidhe Scholar so you might have a chance to look it over, but instead I shall include the information here. The premise of a Sidhe Scholar is that they’re drawing their power from the fey rather than nature spirits, and as a whole are much more scholarly and magical than other druids. If you don’t like the sidhe scholar version, I can change this with to a regular druid without much difficulty. It would require minor HP, skill, animal companion, and equipment changes.
Sirrila Silversoul
Female Human Half-Elf Sidhe Scholar 4 (variant druid, Dragon #315)
Medium humanoid
Alignment: Lawful Neutral
Patron Deity: Unseelie Court
Region: Paridon
Height: 5' 0''
Weight: 115lbs
Hair: Black
Eyes: Green
Age: 40
Str: 8 (-2) [0 points]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 14 (+2) [6 points]
Wis: 16 (+3) [8 points, +1 level]
Cha: 14 (+2) [6 points]
Class and Racial Abilities:
Immunity to sleep spells and similar magical effects, an a +2 racial bonus on saving throws on saving throws against enchantment spells and effects. +1 racial bonus on Listen, Search, and Spot checks. Low-light vision. +2 racial bonus on Diplomacy and Gather Information checks. Elven Blood. Intelligentsia , nature sense, wild one, blessing of the fey, sylvan gifts, druid spells. Proficient with all natural attacks of form taken with wild shape. Proficient with simple weapons, light armor, shields (except tower shields), regardless of material composition.
Sidhe Scholar class abilities: Sidhe Scholars only have a d6 hit die. They have Knowledge (arcana) as a class skill in addition to all the other usual ones for a druid. They are proficient only simple weapons, light armor, and shields (except tower shields) regardless of material composition.
1st level: Intelligentisa - Skill Focus: Knowledge (nature) as a bonus feat.
Wild One - A slightly more powerful animal companion with fey blood. It begins with +1 hit point per Hit Die, +2 Dex, and +2 Cha. However, it’s always “unfriendly” to anyone not its master. It’s also supposed to not want to enter any settlement larger than a thorp. I had envisioned a scholarly druid that was drawing her power from the fey left in the city, fey that are probably at least cruel, if not crazy and/or evil. Fey are supposed to be great tricksters.
Nature Sense – As per normal druid.
2nd level: Blessing of the Fey - +2 on Knowledge (arcana) and Survival checks.
3rd level: nothing
4th level: Sylvan Gifts – The sidhe scholar gains bonus spells as if her Wisdom score were 2 higher than it really is. This doesn’t affect the DCs of her spells.
5th level: She gains wildshape as normal, though her wildshaped forms (called otherworldly shifting) always look very slender and graceful with large eyes or odd-colored fur). Wild shape 1/day
6th level: She gains an ability called “dark moon’s secret” (due to her fey patrons enjoying giving mortals dangerous gifts) and adds the spells from the Evil domain to her spell list. Wild Shape 2/day
7th level: Wild shape 3/day
8th level: Wild shape (Large)
9th level: Venom immunity
10th level: Wild shape 4/day
11th level: Wild shape (Tiny)
12th level: Sylvan Craft (gains Craft Staff as a bonus feat, and can create them in half the normal time)
13th level: A thousand faces
14th level: Wild shapd 5/day
15th level: Wild shape (Huge), timeless body
16th level: Wild shape (elemental 1/day)
17th level: nothing
18th level: Wild shape 6/day, elemental 3/day
19th level: nothing
20th level: nothing
Hit Dice: 4d6+8
HP: 47
AC: 18 (+2 Dex, +5 armor, +1 shield)
Init: +2 (+2 Dex)
Speed: 30ft
Saves:
Fortitude +6 [+4 base, +2 Con]
Reflex +1 [+1 base, +0 Dex]
Will +7 [+4 base, +3 Wis]
BAB: +3
Melee Atk: +1 (1d8-2/x2/B & P, MW morningstar)
Ranged Atk: +5
Skills:
Diplomacy +13 [7 ranks +2 Cha, +2 racial, +2 Negotiator]
Gather Information +6 [0 ranks, +2 Cha, +2 racial, +2 Investigator]
Handle Animal +9 [7 ranks, +2 Cha]
Heal +7 [2 ranks, +3 Wis, +2 healer’s kit]
Knowledge (arcana) +9 [5 ranks, +2 Int, +2 Blessings of the Fey]
Knowledge (nature) +16 [7 ranks, +2 Int, +2 Nature Sense, +3 Intelligentisa, +2 synergy]
Listen +4 [0 ranks, +3 Wis, +1 racial]
Profession (investigator) +6 [3 ranks, +3 Wis]
Search +5 [0 ranks, +2 Int, +1 racial, +2 Investigator]
Sense Motive +5 [0 ranks, +3 Wis, +2 Negotiator]
Spellcraft +8 [4 ranks, +2 Int, +2 synergy]
Spot +4 [0 ranks, +3 Wis, +1 racial]
Survival +14 [7 ranks, +3 Wis, +2 Nature Sense, +2 Blessings of the Fey (additional +2 synergy in aboveground natural environments)]
Feats:
Investigator (1st level)
Negotiator (3rd level)
Languages: Common, Elven, Sylvan, Druidic, Gnome
Spells Prepared
Save DC +3
0th - 5detect magic x2, detect poison x2, mending.
1st - 4charm animals, magic fang, speak with animals x2
2nd - 3delay poison, flame blade, lesser restoration.
Equipment:
+1 mithril chain shirt – 2,100gp
MW buckler – 165gp
MW morningstar – 308gp
Holly and mistletoe
Traveler’s clothes (free)
Courtier’s outfit and jewelry x4 – 320gp
Signet ring – 5gp
Scholar’s outfit x2 – 10gp
Masterwork manacles with amazing lock – 200gp
Signal whistle – 8sp
2 daggers – 4gp
Wand of cure light wounds – 750gp
4 potions of cure light wounds – 200gp
Potion of cat’s grace – 300gp
4 tanglefoot bags – 200gp
4 thunderstones – 120gp
Belt pouch – 1gp
Sack – 1sp
Small steel mirror – 10gp
Money
307gp, 1sp
Sunpaw
Dog
Small Animal
Hit Dice: 3d8+7 (27 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
AC: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +2/+0
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent, link, share spells, evasion
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 14, Dex 20, Con 15, Int 2, Wis 12, Cha 8
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB, Improved Natural Attack (bite)
Tricks Known: 8 Attack, Down, Heel, Come, Defend, Track, Fetch, Guard
Skills: A dog has a +4 racial bonus on Jump checks. *A dog has a +4 bonus to Survival checks when tracking by scent.
Animal Companion abilities: Link, share spells, evasion
Sunpaw is a slender and agile hound with silky white and tan fur. (Saluki breed)
~~~
Appearance: Sirrila is a small and slender young woman with fair skin. Her long black hair is usually pinned up properly and neatly atop her head, with only a few tendrils escaping to frame her green eyes. She usually dresses in elegant clothing in cool colors; black, dark blue, or emerald green, with silver jewelry. When duty calls she wears light and airy armor, but carries a cruel and heavy-looking morningstar.
Personality: Sirrila is cool, calm, and collected, and it takes a great deal to ruffle her feathers. She is patient and persistent, both when dealing with evidence or with people. She occasionally had a superior air about her, as if she is privy to some cosmic joke she has no intention of sharing.
Background: Sirrila was born the first and only child of a tragically ill-fated couple. Her mother was a simple serving wench and part-time prostitute at the Dancing Hound tavern, while her father had been an elven merchant prince of no small means. Her father had purchased her mother’s favor, though for what reasons Sirrila has never been sure. Her mother is pretty, but not exceptionally so. She’s not terribly clever or charming, and had been working at a small tavern of dubious reputation. Why a man like her father would have chosen a woman like her mother to take to bed was a curious question indeed. If it hadn’t been for the fact that Sirrila learned how easily her mother accepted the lies of the world around her she might have grown up longing for a fantasy that never could be fulfilled.
Sirrila has always been fascinated by how the world works, perhaps from the moment she realized she knew more about her own father than her mother did, and she had never even met him. At the age of twelve she already knew everything there was to know (and many things she didn’t care to know) about the art of wenching, and ran away. Her mother had given her a great gift before she left, though she didn’t realize it. She had given her the knowledge of exactly what she didn’t want to do in her life. Being powerless, being lied to and being unable to do anything about it, to deny one’s own personality in order to accommodate some stranger… that was not the path for Sirrila.
In a graveyard on the east side of Paridon, Sirrila made her temporary home. A sleek and slender hound had shown her an empty crypt where she could sleep, and the two adopted each other as friends. It was here that Sunpaw and the young Sirrila met their next challenge. It was apparent that not only ghosts inhabited the graveyard, but ancient fey as well. Bound to the earth even when a city had been built atop it, these fey lords languished for want of supplicants, worshipers, or even a single courtier. Their tricks and malice, suppressed for many centuries, would have blossomed ruinously upon the little girl had not they seen her potential. Clever-minded and silver-tongued, she might make a fine toy to play with.
To the girl they introduced themselves as her father’s ancestors and promised her they would help her develop her mind and lift her out of poverty, if she would but be a willing supplicant. To this Sirrila willingly agreed; though she would yet again be subject to another’s authority, this time it was on her own terms, and in a way that would truly help her instead of just letting her survive.
Sirrila learned and learned quickly from her fey patrons, learning skills of magic and of nature, of how to use the subtle cues of nature to tell her what she wanted to know. Her training was not even half-done before she knew what she wanted to do. Too often she had been a victim; now she would join the ranks of those who protected them. Using powers born of her father’s blood and tempered by her own will, Sirrila would allow her own decisions to shape the future of the helpless around her.[/sblock]