Faelar Woodshadow grew up in a remote and isolated elven community Faelar was learning to be a druid. While still in his apprenticeship his village was destroyed and his master slain as a result of a conflict by neighboring nations. Joining the other survivors he took what knowledge he had and used it to care for the other survivors. While the other survivors were able to join other elven Faelar was never really accepted and so moved on. Troubled by the loss of home, family, and teacher he turned to the Wardens of the Light after learning the war that destroyed his home was caused by one of the nations being controlled and manipulated by dark forces.
After receiving additional training by the Wardens of the Light he now seeks challenges to hone his skills while pushing back the darkness in the world. Though competent in the use of both his bow and staff Faelars true power is in the bonds he has forged with the spirits of the world.
(
Companions Edge pending DM approval or Beast Master, summons, and healing)
If you allow the companion edge I plan to get 2 companions, a pacifist
Plant Deva and a immature elemental
Jann
Below are the rough outlines based on creatures taken form the bestiary. I would still need to "build" the companions using the rules in the Companions & Familiars fantasy add on if you allow it. The below just give a rough idea of the direction though likely the companions would be less powerful.
[ +- ] PLANT DEVA
Plant Devas are child-sized spirits who love nature and all things wild. Theyu are very shy by nature, spying on other and making their presence known only if their wards are threatened. Properly entreated, they might guide travelers through a their lands with subtle signs or nudges down particular trails. When angered they’re likely to guide predators toward wayward intruders.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Athletics d4 Fighting d4 (defense only), Healing d6, Notice d6, Faith d8, Stealth d6, Survival d8
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Shy, Stubborn, Curious, Pacafist, Vengful, Outsider (Major)
Edges: Arcane Background (Magic), Woodsman
Spells: deflection, entangle, healing, protection, slumber
Power Points: 10.
Special Abilities:
• Deva: Ignore penalties for Dim and Dark Illumination;
• Elemental Weakness (Fire): Plant Deva suffer +4 damage from fire-based attacks.
• Speak with Nature:
Plant Devas can speak with all living creatures, both plant and animal.
[ +- ] JANNI
Unlike other genies, jann were not intimately bonded to one particular element or native of a singular elemental the jann are genies who combine multiple elements.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d4, Intimidation d6, Notice d6, Occult d6, Persuasion d6, Faith d8, Stealth d4
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: , Outsider (Major)
Edges: Arcane Background (Magic)
Powers: Arcane Protection, Burst, Burrow, Elemental Manipulation, Environmental Protection
Power Points: 10
Gear: sword (Str+d6, Parry +1, Reach 1).
Special Abilities:
• Armor +2: Elemental Clothing
• Elemental:
doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10".
• Elemental Passage
Can pass through any element at 1/2 their regular pace (flight/burrow) for a number of rounds equal to their vigor. After that period they must rest and can not move and equal number or rounds. If under the effects of Environmental Protection their speed is their full pace and they no longer need to rest.
Last edited March 19, 2025 1:05 pm