Leila

A grumpy dwarf with a cute kid

Description:

Leila
Female Dwarf Druid (Mountain Druid) 1
N Medium Humanoid (dwarf)
Init 1; Senses darkvision 60 ft.; Perception +7


Defense

AC 17, touch 11, flat-footed 16 (4 armor, 2 shield, +1 Dex)
hp 11 (1d8
3)
Fort 4, Ref 1, Will 6; +4 vs. hot conditions, +1 vs. fire, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training

Offense

Speed 20 ft.
Melee Heavy Shield Bash -5 (1d4-1/x2) and
   Club -1 (1d6-1/x2) and
   Quarterstaff -1 (1d6-1/x2) and
   Warhammer -1 (1d8-1/x3)
Special Attacks hatred
Druid (Mountain Druid) Spells Prepared (CL 1):
1 (2/day) Magic Fang, Mighty Fist of the Earth, Stone Fist
0 (at will) Resistance, Mending, Know Direction

Statistics

Str 8, Dex 13, Con 14, Int 12, Wis 17, Cha 11
Base Atk
0; CMB -1; CMD 10 (10 vs. Bull Rush, 10 vs. Trip)
Feats Steel Soul
Traits Desert Child (desert), Indomitable Faith
Skills Acrobatics -5 (-9 jump), Climb -7, Craft (jewelry) 5 (7 on checks related to metal or stone), Escape Artist -5, Fly -5, Handle Animal +4, Knowledge (nature) +5, Perception +7, Ride -5, Stealth -5, Survival +7, Swim -7; Racial Modifiers craftsman
Languages Common, Druidic, Dwarven, Terran
SQ foothold (6/day), hardy, nature bond abilities (mountain), slow and steady, spontaneous casting, stability, wild empathy
Other Gear Hide armor, Heavy wooden shield, Club, Quarterstaff, Warhammer, Artisan’s tools (Craft [jewelry]), Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Ink, black, Paper (6), Scroll case (empty), Trail rations (4), Twine (50’), Waterskin (2), 16 GP, 9 CP

Special Abilities

Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Druid (Mountain Druid) Domain (Mountain) Granted Powers: You have mastered the mighty powers of the great mountains that pierce the sky and stand aloof above the lowlands.

Domain Spells: 1st – fist of stone**, 2nd – stone call**, 3rd – cloak of winds**,
Foothold (6/day) (Su) Standard, stone in 10 ft square is difficult terrain & easy to climb for 1 hr.
Hardy 2 Poison/4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy’s save vs. spells and spell-like abilities becomes +4
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Bio:

My parents were gem explores, always interested in adding to the dwarven knowledge of mineral veins and seeking out new mines. Consequently, I was born in the Mwangi Expanse, but they did not neglect my education in the dwarven religion of Torag.

Unfortunately, When we were in Rahadoum, their faith caused their execution. I was away from the camp at the time and made my escape through the Napsune Mountains, having always felt more at home in mountainous desert than anywhere else.

Some Rahadoumi mercenaries, were very persistent in pursuing me, something about dwarven slaves with the ability to craft jewelry being very valuable. Eventually, in order to elude them, I ended up at the Isle of Arenway. Fortunatly for me, I was adopted by a druid and became one myself. It suits me. This does not mean I’ve abandoned my faith in Torag. There are many ways to serve the God.

I had just finished my traing when rumors surfaced in Janderhoff that a druid needed to investigate. Janderhoff was not prone to earthquakes yet recently they have had one every few months for the last several years.

I couldn’t determine the source of the earthquakes immediately and settled in to stabalize Janderhoff. I’ve worked at this task for 15 years.

Five years ago my daughter Avni was born. This was fine until the other dwarves wanted to send her to school and indoctrinate her into dwarven society. Unfortuneately, they are not as strict in the practice of Torag’s religion as I was raised to be and I will not see her corrupted.

I called a younger druid to the Janderhoff area, though he is not dwarven he is better suited to stabalizing Janderhoff, while I am better suited to determine the source of the earthquakes.

I am leaving Janderhoff, with my daughter, in search of the source and a suitable place to raise her in Torag’s religion.

Up till now I have been able to balance my belief in Torag and caring for my daughter with my duties as a druid. I have some concerns as to whether or not this will continue to be the case.

Shortly after leaving Janderhoff I encountered Tellasin. He seems nice but not terribly bright. Lucky me <eyeroll> he attached himself to my party <eyeroll>. We are now heading west towards the ocean. As we travel I pause periodically to look for the source of the earthquakes. So far my efforts have been futile.

If I don’t find anything by the time we reach the see at Magnimar I’ll have to try a new tactic.

Leila

The Chronicle of Eo Leila