Monday, March 11, 2019

Another Freaking Eyepatch?

Freyalise, Llanowar's Fury
CR 18                                                                                                             XP: 153,600
Female elf, planeswalker druid 13/ranger 5/planeswalker 2
N Medium outsider (elf, planeswalker)
Init +7; Senses low-light vision; Perception +31
AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
HP 134 (13d8+5d10+2d8+39)
Fort +10, Ref +12, Will +16
Defensive Abilities resist nature's lure; Immune poison
Speed 30 ft.
Melee +3 flaming club +22/+17/+12/+7 (1d6+6 plus 1d6 fire)
Ranged +5 icy burst thundering composite shortbow +24/+19/+14/+9 (1d6+8/x3 plus 1d6 cold)
Space 5 ft., Reach 5 ft.
Spells Known (CL 2nd)
  1st (2/day)-Green Planeswalker, Keen Sense, Green Planeswalker, Magnify
Druid Spells Prepared (CL 13th)
  7th-Creeping Doom (DC 21)
  6th-Antilife Shell, Silent Call Lightning Storm (DC 19)
  5th-Animal Growth, Cure Critical Wounds, Insect Plague
  4th-Air Walk, Flame Strike (DC 18), Freedom of Movement, Ice Storm, Spike Stones (DC 18)
  3rd-Call Lightning (DC 17), Quench (DC 17), Speak With Plants, Spike Growth (DC 17), Water Breathing
  2nd-Barkskin, Heat Metal (DC 16), Hold Animal (DC 16), Owl's Wisdom, Summon Swarm, Tree Shape
  1st-Calm Animals (DC 15), Cure Light Wounds, Entangle, Faerie Fire, Obscuring Mist
  0th-Create Water, Detect Poison, Flare (DC 14), Stabilize
Ranger Spells Prepared (CL 2nd)
  1st-Aspect of the Falcon
Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 15
Base Atk +16; CMB +19; CMD 32
Feats Aspect of the Beast (night senses), Brew Potion, Combat Casting, Endurance, Far Shot, Improved Initiative, Natural Spell, Point-Blank Shot, Silent Spell, Spell Penetration, Toughness
Skills Climb +19, Fly +17, Handle Animal +25, Heal +25, Knowledge (geography) +24, Knowledge (nature) +27, Perception +31, Survival +29, Swim +19
Languages Common, Aquan, Druidic, Sylvan
SQ a thousand faces, nature bond (animal companion); nature sense, trackless step, wild empathy (+15), wild shape (5/day, beast shape III, elemental body IV, plant shape III), woodland stride
Gear staff of control weather (10 charges; casts control weather for 1 charge), scroll of greater dispel magic (CL 13th)
Other Gear leather armor, +5 icy burst thundering composite shortbow, +3 flaming club, ring of protection +1, ring of regeneration, cube of force, holy symbol, spell component pouch
Favored Enemy (human, orc) (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter's Bond (Ex) At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
Combat Style Options (Archery) (Ex) The character can choose from the following list whenever he gains a combat style feat: Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot: At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list; At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list: Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Green Novice Boon (Gift of the Woods) (Ex) You gain a +1 bonus on Fortitude saves for each Green boon you have, including this one.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) 2/day Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level.  Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead.
Planeswalker Spells (Ex) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes.
Freyalise was a half-elven planeswalker from Dominaria. Freyalise was a fire mage from Storgard and Zilgeth's successor to lead Clan Ruby. She and Jason Carthalion were childhood friends, but when Oriel Kjeldos suggested leaving Storgard, King Miko (under the influence of Tevesh Szat) ordered that they duel. Jason's green magic dealt her a fatal blow, and she had it’s power in mind when she ascended, thus favoring green as a planeswalker. Her ascension drove her nearly mad, but she was helped by Jodah, the powerful but mortal Archmage Eternal. As a planeswalker, Freyalise wore an eye-patch, short brown hair, and preferred to float just above the ground rather than actually stand on it.
Ice Age
Afterwards, she helped the elves of Fyndhorn and Llanowar survive the Ice Age and as a result became worshipped as a goddess by them. She studied the Shard in search of a way to free the worlds within and hoped to find the answers during Faralyn's Summit of the Null Moon. She was tricked, however, since Faralyn wanted to use the energy of a planeswalker's death to escape the Shard. She fought Szat on Azoria and was left for dead after destroying all the islands of the plane.
After this, with the help of Kristina of the Woods, Kaysa, Sir Zaraya, Jodah's mirror and the Ice Cauldron, she cast the World Spell to end the Ice Age. She also armed and instructed Jaeuhl Carthalion on his quest to expel Szat from Dominaria. After she completed the World Spell, she installed the enchantment on Jodah's mirror that would cause Jaya Ballard's ascension twenty years later.
Shandalar
Freyalise left Dominaria after the Ice Age, 'walking to the rogue plane she had used to break the Shard of the Twelve Worlds with her World Spell.
Invasion
Freyalise returned to defend Dominaria against the Phyrexian Invasion as one of Urza's Nine Titans. She fought at the battle of Koilos, then transported Eladamri and the Steel Leaf elves to Keld, where the Skyshroud Forest had appeared following the Rathi Overlay. At Eladamri's request, Freyalise cast a spell to protect the forest from the cold of the region before leaving to rejoin the Nine Titans for their invasion of Phyrexia. Of the Nine, only Freyalise, Commodore Guff, Bo Levar, and Lord Windgrace were able to activate the soul bombs they had planted throughout Phyrexia in order to gut the plane. However, they returned to Dominaria only to find that Yawgmoth himself had crossed over to the plane. Powerless against the Lord of the Wastes, Freyalise returned to Skyshroud and sent an avatar of herself to Llanowar to stand with her elven followers as Yawgmoth descended.
However, Freyalise, along with all of Dominaria, was saved by the activation of the Legacy Weapon, which seemingly destroyed Yawgmoth. As a result, Freyalise and Lord Windgrace were the only two members of the Nine Titans to survive the war. After the Invasion she erected the Martyrs' Tomb and officiated its dedication.
Time Spiral
Freyalise resumed her xenophobic stance as she strove to protect Skyshroud from the new threats to the mana-distraught plane of Dominaria. Recent attacks from Gathan warriors and slivers resulted in Skyshroud's continued militant stance to outsiders. She refused to listen to Teferi about the threat of the time rifts. However, Skyshroud was later invaded by Phyrexians from an alternate reality. Freyalise took control of the local slivers, who were obedient to the strongest leader. This title was soon usurped by Weaver King, who transported himself to Skyshroud through Venser. In the end, an exhausted Freyalise had a moment of enlightenment, suddenly understanding Teferi's sacrifice and realizing her own somewhat flawed and selfish stance. In an attempt to at least save what could be saved, she attempted to seal the time rift above Skyshroud, brought on by its overlay. She called back the power that she used to protect the forest from its surroundings since the overlay and pulled it into herself. In a huge blast of green and red mana, Freyalise sacrificed herself and Skyshroud to seal the rift.

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