The Ice Princess
Female Brownie
16th Druid (Winter Warden)

 

Tiny Fey

Hit Dice:

16d8 + 48 (120 hp)

Initiative:

+8 (+4 Dex, +4 Imp. Initiative)

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

33 (+2 size, +4 Dex, +7 armor, +6 shield, +2 natural, +2 deflection), touch 19, flat-footed 30

Base Attack/Grapple:

+13/+2

Attack:

+2 Dagger +14 melee (1d4–1/19–20) or composite shortbow +19 ranged (1d4–3/x3)

Full Attack:

+2 Dagger +14/+9/+4 melee (1d4–1/19–20) or composite shortbow +19/+14/+9 ranged (1d4–3/x3)

Space/Reach:

2 ½ ft./0 ft.

Special Attacks:

Spell-like abilities, spells, dreaming

Special Qualities:

Spell resistance 31, animal companion, nature sense, wild empathy, cold casting, drift stride, trackless step, ice stride, wild shape (5/day, huge, large), resistance to cold 20, immunity to cold

Saves:

Fort +1, Ref +6, Will +3

Abilities:

Str 5, Dex 18, Con 17, Int 12, Wis 21 (27), Cha 16

Skills:

Concentration +24, Craft (Any One) +3, Escape Artist +7, Handle Animal +24, Heal +26, Hide +15, Jump +5, Listen +6, Perform (dance, melody, plus any other one) +6, Search +3, Spot +25, Survival +28

Feats:

Improved Initiative, Combat Casting, Still Spell, Silent Spell, Natural Spell, Fast Wild Shape, Proportionate Wild Shape

Environment:

Artic wilderness

Organization:

Gang (2–4), band (6–11), or tribe (20–80)

Challenge Rating:

19

Treasure:

No coins; 50% goods; 50% items

Alignment:

Neutral good

Advancement:

1–3 HD (Tiny)

 

 

The mistress of Gulgamanth the White dragon, this little brownie is more powerful than her size implies.  She appears to be a diminutive elf (slightly under 2 feet tall), with sharp features and a long, pointed nose.  She knows a lot about the secrets buried under the ice of the polar cap, and knows much of the ancient history of T'bor, a hidden Chaos City.  She loves the winter landscape, blanketed in white and rimed to glistening.  She feels the lands of the midnight sun knows a peace like a kind of quiet death.  She is devoted to nurturing nature, but her affinity for the natural world is one that champions frost, ice, and snow.  She loves the world the most when cold winds float flurries through the icy formations of the dormant glacial floes. She views the arctic lands as a testing ground for culling the weak, old, ill, and foolish to make room for the young, strong, and wise.  She is inured to the suffering of others and is uncaring toward their plight.  That is the way of the arctic test.  She has born the white dragon two half-breed children.

Combat

Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, prestidigitation, silent image, ventriloquism, Otiluke's freezing sphere, wall of ice. Caster level 16th. The save DCs are Charisma-based.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Possessions: +3 hide armor, +4 heavy wooden shield, +2 amulet of natural armor, +6 periapt of wisdom, ring of protection +2, greater ring of fire resistance (30 points of fire absorption per attack), decanter of endless water, map, faerie dust

Spells:

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.  Her animal companion is a polar bear.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, , a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Dreaming (Sp): A dreaded power that can sap a man's will and leave him a wasted, lifeless husk, the dreaming is a bizarre offshoot of fey magic, a shared hallucination, a set of illusions that deeply immerse those caught within them in a fantasy world, an entrancing mirage that leaves the non-fey victims drooling, senseless idiots. Will DC 26, or the character counts as stunned.  Can be used 3/day.

BEAR, POLAR

 

Large Animal

Hit Dice:

14d8+56 (119 hp)

Initiative:

+1

Speed:

40 ft. (8 squares), swim 30 ft.

Armor Class:

21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20

Base Attack/Grapple:

+10/+22

Attack:

Claw +20 (1d8+11)

Full Attack:

2 claws +20 melee (1d8+11) and bite +18 melee (2d6+5)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab

Special Qualities:

Low-light vision, scent

Saves:

Fort +13, Ref +10, Will +5

Abilities:

Str 30, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Skills:

Hide –2*, Listen +11, Spot +13, Swim +24

Feats:

Endurance, Run, Track, Power Attack

Environment:

Cold plains

Organization:

Solitary or pair

Challenge Rating:

4

Advancement:

9–12 HD (Large)

Level Adjustment:

These long, lean carnivores are slightly taller than brown bears.

Combat

Polar bears fight just as brown bears do.

Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.
Bonus Tricks: The animal knows four “bonus” tricks in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.