Sister of the Pines (CL 16)


Female half-elf
Druid 16
CN Medium humanoid
Initiative: +0
Senses: low-light vision; Listen +9, Spot +9
Languages: Common, Elven, Druidic

AC 20, touch 13, flat-footed 20
(+7 armor, +3 deflection)
HD 16 (115 hp)
Immune sleep
Resist: +4 bonus vs fay enchantments; electricity 20 (from ring)
Fort: +12 Ref: +5 Will: +14
Speed: 30 ft. (6 squares)

Melee: +2 quarterstaff +15/+10/+5 (1d6+3, x2)
Melee: touch +13 (spell)
Ranged: sling +13/+8/+3(1d4+1, x2)

Base Attack: +12 Grp: +13
Atk Options: Power Attack, Cleave
Combat Gear: potion of haste, wand of cure light wounds (21 charges), wand of charm animal (35 charges)

Spells Prepared (CL 16th)
8th- reverse gravity, word of recall
7th- creeping doom (8 centipede swarms), fire storm (DC 21, 16d6 fire dmg), heal (160 hp)
6th- antilife shell, greater dispel magic, summon nature's ally VI
5th- baleful polymorph (DC 19), death ward, insect plague (5 locust swarms), stoneskin
4th- cure serious wounds, freedom of movement, ice storm (3d6 bludgeoning dmg + 2d6 cold dmg), rusting grasp (melee touch +13), scrying
3rd- cure moderate wounds, daylight, greater magic fang (+4 atk, +4 dmg), neutralize poison, protection from energy (absorbs 120 points), remove disease
2nd- barkskin (+5 natural armor), bull's strength, cat's grace, fog cloud, heat metal (DC 16), lesser restoration
1st- calm animals (2d4+16 HD of animals), cure light wounds, entangle (DC 15), faerie fire, produce flame (1d6+5 fire dmg, melee touch +13 or ranged touch +12), speak with animals
0- create water, cure minor wounds, detect magic (x2), light, read magic

Abilities: Str 13 Dex 10 Con 15 Int 11 Wis 19 Cha 14
SQ: animal companion, nature sense, wild empathy (+18), woodland stride, trackless step, resist nature's lure, wild shape (5/day, T, S, M, L or Huge plants or animals; elemental 1/day), timeless body, a thousand faces.
Feats: Cleave, Combat Casting, Dodge, Mobility, Natural Spell, Power Attack
Skills: Concentration +10, Craft (weaving) +4, Diplomacy +13, Gather Information +4, Handle Animal +6, Heal +8, Knowledge (nature) +21, Listen +9, Profession (herbalist) +8, Ride (horse) +4, Search +1, Spellcraft +19, Spot +9, Survival +10, Swim +5.

Possessions: +2 staff of the woodlands (43 charges), sling, sack containing (20) +1 sling bullets, +5 leather armor, boots of the winterlands, ring of electricity resistance 20, ring of protection +3, combat gear listed above.

Channuk, Dire Wolverine, Animal Companion (CR - )
N magical beast (large animal)
Init: +5; Senses: low-light vision, scent, Listen +7, Spot +7


AC 24, touch 14, flat-footed 20
(-1 size, +5 Dex, +10 natural)
HD 11 (107 hp)
Fort +8 Ref +9 Will +5

Speed 30 ft. (6 squares), climb 10 ft.
Melee claws +8/+8 (1d6+7) and bite +3 (1d8+10)
Space 10 ft; Reach 5 ft.
Base Atk +7; Grp +14
Atk Options Power Attack, Multiattack, Rage

Abilities Str 25, Dex 22, Con 19, Int 2, Wis 12, Cha 10
SQ link, share spells, evasion, devotion, multiattack
Feats Alertness, Endurance, Diehard, Multiattack, Toughness, Track
Skills Climb +17*, Listen +7, Spot +7, Survival +7
* A dire wolverine can always take 10 on a climb check even if rushed or threatened.
Tricks Known: Attack, Defend, Guard, Heel, Stay
Rage (Ex): A dire wolverine that takes damage in combat flies into a beserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution and -2 AC. The creature cannot end its rage voluntarily.

The "Sister of the Pines" is the Great Druid responsible for overseeing all of the northern territories. Her real name is Sabine Willowsdottir and she is the child of a male wood elf from the Juniper Wood and a female human farmer from the Kingdom of Keralia. She is a member of a very exclusive order consisting of four powerful druids, each reponsible for one of the four corners of the globe.

Sabine is a beautiful half-elf who appears much younger than her actual 114 years suggest. The years she has served her faith have in turn brought the great druidess much wisdom and she is widely respected throughout much of the region, particularly by the elven tribes of the Juniper Wood. The great druid often dresses in form fitting leather armor and warm woolen cloaks and gloves. She carries a magical staff of the woodlands with her at all times and is rarely without the companionship of her dire wolverine known as Channuk.

Having faced the harsh nature typified by life in the north wilds, Sabine has grown somewhat aggressive in her determination as well. She rarely has patience when it comes to dealing with beings who intentionally damage her realm and the Sister of the Pines has a particular dislike for most giants. Though friendly to those who exhibit proper respect, Sabine can be as terrible to behold as nature itself.

Combat The Sister of the Pines is proficient in the use of the quarterstaff but will generally attempt to strike down a foe using her more potent spell powers first. At the start of any battle, often with her animal companion nearby, she will cast both her barkskin and protection from energy spells relying on the "share spell" trait to grant the same protection to Channuk.

Sabine will attempt to frighten away the ignorant but will launch deadly spells against the evil or the aggressive. Her favorite opening ploy is to blast with her firestorm and ice storm spells. She will attempt to offset enemy formations with her reverse gravity and then unleashing her insect plague upon the hapless victims. She will direct her baleful polymorph toward enemy spellcasters or leader-types turning them into helpless white rabbits.

Following these attacks, the Sister of the Pines will cast her summon nature's ally VI spell and then direct the responding creatures along with her animal companion to branch out and attempt to outflank the enemy while she casts her stoneskin spell and then moves in to engage in melee. If the enemy is resistant to spells, she will use her wild shape ability to take on the form of a huge earth elemental and pound with its fists, sometimes augmented with a greater magic fang if necessary. She will also try to disrupt heavily armed or armored warriors using a rusting grasp and heat metal.

Sabine is wise enough to realize if a battle is hopeless but she will try to protect her animal companion first before ordering a retreat. If possible, she will try to move closer to Channuk and then cast her word of recall spell returning both to her protected sanctuary hidden in a pine glade in the Juniper Wood. After healing any wounds and calming down her animal friend, the great druidess will use her scrying spell to spy on the survivors and learn what they are up to before calling for reinforcements and ordering a counterstrike.

Legends of Hyerune © 2006