Savannah Nytestar

Species: Half Elf Immortal

Time 6
Hit points 1400
Bonus 0
total 1400
Dice 8
Sides 8
Recover ..25
Spell level 9
 

BackGround

Gender: Female
Type of Character: Ranger/Nature Druid


Character Description:

Savannah stands at 5’8. She has long jet black hair. Her eyes are emerald green, her skin tone is a healthy tan. She has high cheek bones, almond shaped eyes, and slightly pointed ears. Her body is lithe, long legs, slim waist, Etc. She looks to be in her early to mid twenty’s. She is Dimitria’s identical twin sister, and most people always mistake her for Dimi. Although, if you know them both well enough, should be able to tell them apart. Her favored style of dress is casual form fitting clothes of earth tones that will not snag on tree branches. She always wears earth tones, so that she will blend in with her surroundings. She wears a long sword strapped to her back, it is called a moon blade, and has some mysterious magical powers.

Mental Description:

Savannah has a strong love for nature and the great outdoors. She feels extremely comfortable and at home within the forest, and feels very uncomfortable within a city and within buildings. She does not like large crowds, and will not be amongst one if she can help it. She is not as trusting as her sister is, especially of men, as she has had her heart broken too many times. She usually keeps them at a distance from her emotionally.

 Character History:

Savannah was born a twin of a human mother, and an elven father. Her mother died when she was very young, too young to even remember her, and her father ran off after her mother’s death. Her and her twin sister were separated and passed from one temporary home to another. She did not take it as badly as her sister did, maybe because she finally found a home with a woman who lived a life of solitude within the forest. Savvy picked up the woman’s love of nature, and in turn devoted herself to the care of the forest around her. She saw her sister from time to time, and let her know that she was always around if she was needed. But they lived very separate lives, so did not see each other often.

 

Savannah met a young elven male named Galyn. He had lost his memory and she helped him out. They became friends, then lovers. She feel head over heels for him, but when his memory returned, he left her to return to him home, where she would not be accepted because she was only half elven. A few years later, she turned up in Mance, and was reunited with her sister. It was there that she was pursued by a shape changer named Fenris. He was persistent, and finally won her heart. They became mates, but when she found out she was pregnant, he disappeared on her. Shortly after her twins were born, he returned, begging for forgiveness. Silly woman, actually forgave him and accepted him back, only to have her heart broken again when he disappeared once more with no word. She raised her twins alone, deciding to steel her heart from men.

 

Recently, she received word from her sister, and has come to the island to be reunited with her sister now that her kids are grown and off on her own. She can usually be found within the forests of the island

Items:

She wears her moon blade sheathed upon her back at all times. She also has a dagger sheathed on her waist

Moonblade abilities: Detect evil within a 10 foot radius of the blade. Levitation, 3 times a day, for 10 minutes max each time. Clairaudience, 30 yard range, 3 times a day. Clairvoyance, 30 yards range, 3 times a day.   (out roll target)                            

Savannah’s Weaknesses

She is so strongly connected to nature that she can often feel it’s pain. If a storm up roots a tree, or a tree gets cut down, a forest fire starts, etc, she can feel it. Plus, her self isolation is a huge weakness for her, so that she really can’t function if she is in a crowd. She becomes panicky and just has to get the hell outta there.

Spells and abilities:

Healing: Savannah learned the art of healing from her sister, and she has learned to modify the power to also be used to help nature. 

Level 1: Creatures: she can heal minor aches and pains, as well as bruises.  Nature: She can heal small damages to nature, scratches in bark, wilted flowers (auto)

Level 2: Creatures: she can heal minor cuts and scrapes. Nature: deep gashes in tree bark, trampled foliage etc (auto)

Level 3: Creatures: she can heal deep gashes, sprains, and torn ligaments. Nature: damaged roots, revive sick plants (roll of 10, takes 50 percent of damage)

Level 4: Creature: she can heal broken bones, and internal bleeding. Nature: can heal unnatural taints from plants and trees (roll of 16, takes 50 percent of damage)

Level 5: Creatures: she can heal injuries of the mind, life threatening injuries, and restore missing limbs. Nature: can heal fire ravaged earth. Plants and trees that are on the verge of death can be revived (roll of 40, takes 50 percent of damage)

 

Nature Communications:  powers that deal with communicating with nature and the creatures that reside within, and calling on them for help.

Level 1: Messenger: The caster can call upon small animals (squirrel, chipmunk, rabbit, mouse, etc) to act as a messenger. The caster can communicate with the animal in a crude fashion, giving a simple command to go to a certain place, but directions must be basic. Can then attach a small item or note to the animal to be delivered to the destination. (auto)

Level 2: Speak with Animals or plants: Empowers the caster to comprehend and communicate with any animal or plant. The caster can ask questions and receive answers, although friendliness and co-operation are not guaranteed. (roll of 10)

Level 3: Animal Summoning: The caster can summon one animal per die to her location. The animals summoned aid the caster by whatever means they possess, staying until a fight ends, a specific mission is finished, the caster is safe, or she sends them away. ( more descript please)

Level 4: Call Woodland Beings: The caster can summon one woodland creature per die to her location. Whichever beings are closest will appear (brownies, pixies, centaurs, dryads, satyrs, sprites treant, unicorn, etc) Of the summoned being looks favorably towards the caster, they will give whatever type of aid they are capable of. (20 if NPC, out roll target by 15 if character)

Level 5: Commune with Nature: This spell enables the caster to become one with nature in the area, being empowered with knowledge of her surroundings. Fr each doe, she knows one fact (bodies of water nearby, people dwelling within the area presence of plants, animals or woodland beings, general animal population, presence of powerful creatures etc) (roll of 20)

 

Visual nature: powers that play with ones visions of nature, some illusions, some just trick of the eye.

Level 1: Pass Without Trace: can move through any terrain (mud, snow, dust, etc) and leave neither foot prints nor scent. However the area passed over will radiate magic if detected for. (auto)

Level 2: Tree: Can assume the form of a small living tree or shrub. Close inspection will not reveal that the “tree” is a person. The caster is able t observe all that goes on around her. Can remove the spell at any time, reverting from plant form to normal form, all clothing and gear changing with the caster. (except the clothing portion need descript is auto)

Level 3: Hallucinatory Forest: When cast, and hallucinatory forest appears. It appears to be perfectly natural and is indistinguishable from a real forest. Woodland creatures would see through the illusion though All others believe it is there, and movement is affected accordingly. Touching the illusion doesn’t affect the magic or reveal its nature. (roll of 20, is like an oasis if touched it is gone)

Level 4: Plant Door: opens a magical portal thought trees, undergrowth, thickets, or any similar growth. The door is open to the caster and any person she is touching as se enters it. She can step into one tree, thicket, etc. and exit through another of the same type of plant. Distance is not a factor, but she has to know the general whereabouts of the plant she wishes to exit from. (roll of 10)

Level 5: Live Oak: Enables the caster to charm a large, healthy oak tree to cause it to serve as a protector. Can be cast on a single oak only. The caster gives a command such as “attack any person who approaches ho does not say the word friend” When the trigger occurs, the tree animates as if it were a treant of equivalent size. (requires a roll of 15 and only has 10 % of caster's hit points when gone,  tree dies permanently )

 

Nature Manipulation: These are spells that alter nature in some way, to benefit the caster or nature itself.

Level 1: Entangle: The caster can cause plants in the area to entangle creatures within the area.  The grasses, weeds, bushes, even trees warp, twist, and entwine around targeted creatures, holding them fast. (out roll target by 10 to lock in place, drops by one each attempt, exp 2nd try 9, 3rd try 8 etc.)

Level 2: Plant Growth: This causes normal vegetation to grow, entwine, and entangle to form thicket of jungle that creatures must hack or force their way through. Briars, bushes, roots, saplings, thorns, trees, etc. become so thick and overgrown they become a barrier. (out roll of target)

Level 3: Spike Growth: Wherever any type of plant growth occurs, this can be used. The vegetation or roots in the area become very hard and sharply pointed. The effected grounds acts as if it were strewn with caltrops. For each 10 feet of movement through the area, a victim suffers one point of damage.

Level 4: Wall of Thons: Creates a barrier of very tough, pliable, tangled brush bearing needle sharp thorns. Any creature breaking through the wall suffers  damage. If the wall is chopped at, it takes at least four turns to cut a path through a 10 foot thickness. Normal fire does not affect the wall, but magical fire will bur through after 2 turns. (locked)

Level 5: Conjure Earth Elemental: A large creature springs forth from the round. It appears to be made from the nearby vegetation (trees, rocks, plants, roots, etc) The caster can command the elemental to do anything she wishes, as the elemental views the caster as a friend. The elemental remains until destroyed, or is dismissed by the caster. (locked for more detail)

 

IIllusion: This power plays on one's sight and their mind. The illusions seem to be completely real to the target, and therefore can fool them into believing what they see

Level 1: Mirror Image: This causes one exact duplicate per doe of the caster to come into being around her. The images do exactly what the caster does. It causes a blurring and distortion, so it is impossible to be certain which is the illusion, and which is the caster. If an image is struck, it flickers and disappears, but all the others remain. They shift constantly, so even if the real person is struck, she cannot be picked out again except by another random attack. (1 at 8, 2 at 11, 3 at 14, 4 at 18, 5 at 22, 6 at 28, these can not cause damage.)

Level 2: Invisibility: This causes the creature touched to vanish from sight and to be undetectable by normal vision and infravision. The invisible creature is not silenced, and their scent is not masked. All gear they were holding when touched is also invisible. If the invisible creature attacks anything, they instantly become visible once more. (out roll target by 3)

Level 3: Phantasmal Killer: This creates the illusion of the most fearsome thing imaginable to the victim, by forming the fears of the victims subconscious mind into something the conscious mind can visualize. Only the target can see the phantasmal killer, everyone else only sees a shadowy shape. (out roll target by 20)

Level 4: Dream: The caster is able to send messages to others in the form of dreams. The caster falls into a deep trance and projects her mind into the recipients dreams. If the target is not sleeping, the caster can remain in the trance until they do so, or they can end the spell. Communication is one way, but when the recipient awakens, they will remember the message perfectly. (roll of 20)

Level 5: Project Image: The caster creates an illusion of herself that she can project to another location. The projected image can hold a conversation with someone in that location without the actual caster putting herself in danger. The caster can see and hear everything that her image does. (roll of 14)