of the Northern Druids
Tiny Fey (Cold, Aquatic)
Rogue 13/Druid 5
Hit Dice: 13d6+5d8+36 (104 hp)
Initiative: +18 (+14 dex, +4 imp. Init.)
Speed: 40 ft., fly 80 ft. (perfect), swim 60 ft.
AC: 37 (+2 size, +14 Dex, +4 natural, +4 armor, +3 ring), touch 17, flat-footed 12
Attack: Ray of frost +26 ranged (1d3 cold) or small longbow +28 (1d4+14+1d6(2d10 on critical)/19-20 (+1 to damage when within 30'))
Full Attack: Ray of frost +26 ranged (1d3 cold) or small longbow +28/+23/+18 ranged (1d4+14+1d6(2d10 on critical)/19-20 (+1 to damage when within 30')) or small longbow +26/+26/+21/+16 ranged or small longbow +23/+23/+23/+18/+13 ranged (+1 to attack when within 30')
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Snow flurry, spell-like abilities
Special Qualities: Cold subtype, low-light vision, SR 23, water walk, evasion, improved evasion, opportunist, Sneak attack +7d6, Uncanny dodge (+1 against traps), nature sense, animal companion, trackless step, wild shape
Saves: Fort +10, Ref +25, Will +14
Abilities: Str 6, Dex 38*, Con 14, Int 14, Wis 15, Cha 22
Skills: Balance +9, Bluff +24, Diplomacy +29, Escape Artist +27, Handle Animal +15, Hide +40, Knowledge (nature) +13, Listen +26, Move Silently +32, Spot +27, Swim +23, Tumble +32, Wilderness Lore +6
Feats: Dodge, Improved Initiative, Mobility, point blank shot, rapid shot, Dexterous shot, precise shot, Shot on the run, Lightning shot, improved critical - comp bow
Climate/Terrain: Arctic coastlines and oceans
Organization: Solitary or with the Northern Druids
Challenge Rating: 19
Treasure: Gloves of dexterity +6, ring of fire immunity, +2 ranged merciful seeking composite bow, +1 shocking burst arrows (12 adamantine, 12 silvered), 4 wendigo slaying arrows, 10 sleep arrow, 12 MW cold iron arrows, amulet of natural armor +4, ring of protection +3, +2 leather armor of ice*
Alignment: Always chaotic neutral
The mischievous rime sprite is the bane of sailors and fishermen alike. This tiny fey derives great delight in tormenting humanoids who live and work on arctic coastlines. Rime sprites stand just over 1 foot in height. They look like animated ice statues of beautiful or handsome elves with snow for hair. Wileshilea is a member of the Northern Circle of Druids, and is a favored friend of Kamanartok Nungusuitok Nanuk. She functions as the circle's scout and spy. She prefers to fight at a range.
Most rime sprites remain content playing harmless jokes on people, such as freezing unattended drinks, entangling people and boats in patches of seaweed, or creating minor images of valued personal objects afloat just out of reach in the water. Wileshilea is easy to anger, though, and if she even thinks that she or the druids are being threatened, her jokes quickly turn deadly and cruel.
Rime sprites speak Common, Aquan, and Sylvan.
Rime sprites are fairly helpless in melee combat, and they know it. They prefer to use their spell-like abilities or ray of frost attacks from the air. They generally reserve their snow flurry ability to cover their retreats.
Snow Flurry (Su): Three times per day, a rime sprite can create a highly localized blast of windblown snowflakes at a range of up to 100 feet. A snow flurry fills a 5-foot cube, and any creature within this area must make a Reflex save (DC 14) or be dazed for 1d4 rounds.
Spell-Like Abilities: At will -- create water, dancing lights, ghost sound, open/close, ray of frost; 3/day -- entangle, minor image, obscuring mist. Caster level 6th; save DC 16 + spell level.
Cold Subtype (Ex): A rime sprite is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.
Water Walk (Su): A rime sprite can walk on water at will.
Divine Spells: Save DC = 12+spell level; Spells/day - 5/4/3/1. She is a very weak spellcaster, so she usually does not use spells offensively. She usually prepares the following spells:
0 level (DC 12) - Create water X2, Detect Magic, Flare, Guidance
1st level (DC 13)- Eagle eyes (SS), Keen Ear (SS), Cure Light Wounds, Magic Fang
2nd level (DC 14) - Chameleon Skin (SS), Dig (SS), Barkskin
3rd level (DC 15) - Doom Fog
If a rogue can catch an opponent when he is unable to defend himself effectively
from her attack, he can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or
not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and it increases by 1d6 every two rogue levels thereafter. Should the
rogue score a critical hit with a sneak attack, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks only if the target is
within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a
sneak attack that deals nonlethal damage instead of lethal damage. He cannot use
a weapon that deals lethal damage to deal nonlethal damage in a sneak attack,
not even with the usual –4 penalty. A rogue can sneak attack only living
creatures with discernible anatomies—undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Any creature that is immune to
critical hits is not vulnerable to sneak attacks. The rogue must be able to see
the target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment or
striking the limbs of a creature whose vitals are beyond reach.
Rogues (and only rogues) can use the Search skill to locate traps when the task
has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at
least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 +
the level of the spell used to create it. Rogues (and only rogues) can use the
Disable Device skill to disarm magic traps. A magic trap generally has a DC of
25 + the level of the spell used to create it. A rogue who beats a
trap’s DC by 10 or more with a Disable Device check can study a trap, figure
out how it works, and bypass it (with her party) without disarming it.
(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual
attacks with great agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the rogue is wearing light
armor or no armor. A helpless rogue does not gain the benefit of evasion.
Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her
to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to
+2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4
when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Dodge (Ex): Starting at 4th level, a rogue can react to danger before her
senses would normally allow her to do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or struck by an invisible attacker.
However, she still loses her Dexterity bonus to AC if immobilized.
Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by
flanking her, unless the attacker has at least four more rogue levels than the
target does. If a character already has uncanny dodge (see above) from a
second class, the character automatically gains improved uncanny dodge instead,
and the levels from the classes that grant uncanny dodge stack to determine the
minimum rogue level required to flank the character.
Abilities: On attaining 10th level, and at every three levels thereafter
(13th, 16th, and 19th), a rogue gains a special ability of his choice from among
the following options.
Strike (Ex): A rogue with this ability can sneak attack opponents with
such precision that her blows weaken and hamper them. An opponent damaged by
one of her sneak attacks also takes 2 points of Strength damage. Ability
points lost to damage return on their own at the rate of 1 point per day for
each damaged ability.
(Ex): Once per round, the rogue can make an attack of opportunity
against an opponent who has just been struck for damage in melee by another
character. This attack counts as the rogue’s attack of opportunity for
that round. Even a rogue with the Combat Reflexes feat can’t use the
opportunist ability more than once per round.
Sense: A druid can identify plants and animals (their species and special
traits) with perfect accuracy. The druid can determine whether water is safe to
drink or dangerous.
Companion: A 1st-level druid may begin play with an animal companion. This
animal is one that the druid has befriended with the spell animal friendship.
Stride: Starting at 2nd level, a druid may move through natural thorns, briars,
overgrown areas, and similar terrain at his or her normal speed and without
suffering damage or other impairment. However, thorns, briars, and overgrown
areas that are enchanted or magically manipulated to impede motion still affect
Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and
cannot be tracked. Resist
Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws
against the spell-like abilities of fey. Wild
Shape: At 5th level, a druid gains the spell-like ability to polymorph self into
a Small or Medium-size animal (but not a dire animal) and back again once per
day. Unlike the standard use of the spell, however, the druid may only adopt one
form. As stated in the spell description, the druid regains hit points as if he
or she has rested for a day. The druid does not risk the standard penalty for
being disoriented while in the wild shape.
Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.
Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of fey.
Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape.