Anaya Stormborn

Anaya Stormborn gained her unusual name from the fact that she was found after - and is suspected to have been born during - a particularly violent summer thunderstorm. A pair of druids in the Great Colovin Forest found her as a newborn babe shortly after the storm, lying naked on a bed of soft moss, cooing softly at the wolf bitch licking her. The druids raised the child as their own, teaching her the ways of the forest and its creatures, and she took to the lessons like a creature of the forest herself.

Predictably, Anaya followed in her adopted parents' footsteps, becoming a druid. She was ever more militant than her parents, though, and took to learning how to use the bow, the spear, and the sling from an old ranger friend. From him, also, she learned woodcraft and tracking.

A few years later, she discovered that someone was cutting down the mighty oaks (for what reason, she knew not) with great abandon, carving a great swathe into the forest and disrupting the balance of the ecology. Even worse, she discovered, the unknown predators were slaughtering deer and other wildlife for sport, often leaving the corpses to lie instead of eating them.

She spent several days tracking the transgressors, eventually discovering a group of Maddened orcs. With nary a thought to her own safety, she stalked the orcs, harrying and killing them for days on end (but never letting them see her) until finally a few lone survivors fled the forest, vowing never to return and cursing the "spirit of the woods."

It was soon after that she received a vision in a dream. In it, a woman with green hair, clothed in a tunic of leaves and grass, asked her if she wished to serve Gaia, the Earth Mother, in a greater capacity. When she replied that she would, the woman gave her directions to a part of the forest to which she had never been before. There, she met a mysterious female druid who initiated her into the ways of the Wardens. Now she proudly serves Gaia, defending and preserving the great forests. Her spells are widely known among druids, rangers, and Gaia's Wardens; she refuses to put her name on them, and asked Gaia to let them be granted to others who preserve the wilderness.

Anaya is 5'8" tall, with long, usually unkempt silvery-blond hair, green eyes, deeply tanned skin, and fine features. Her lineage is uncertain; many suspect that she has some kind of fey blood in her veins (some whisper that she's the daughter of a nymph, which is why she was abandoned). Whatever the case, she seems to be ageless, as she has lived far longer than a normal human would, and has seemed to age very little since becoming a Warden (she is actually several hundred years old – she's the only one who knows exactly, and she's not telling). Years of living in the wild and running the forests have given her a lean, muscular figure. She is a carefree soul, easy to laugh or play jokes on her friends, but she hunts down those who would despoil the forest or kill its creatures with deadly earnest, using everything at her disposal. She seldom enters into open combat unless the foe is particularly powerful, in which case she uses Forestedge, her scimitar, and she is never afraid to call on her allies for aid, if such is necessary.

As a druid, Anaya does not have a mage sigil, but she often uses a wreath of oak leaves with an upright sword inside it as her identifying symbol. Her spells are known by all druids and rangers, as they were developed for the defense of nature and the forest.




Anaya's Spells

Animal Call. Caster can imitate animal noises.

Animal Call, Greater. Caster can imitate any creature.

Conceal Trail. Erases one creature’s tracks.

Ears of the Wolf. Caster gains +10 bonus to listen-based Perception checks, 10 minutes/level.

Earthsphere. Victims are caught in a sphere of air underground.

Fey Aura. Grants target DR */cold iron.

Flesh to Oak. Caster's body turns to oak.

Forest's Defense. Guardians of the forest are alerted to the presence of enemies.

Gaia's Blessing. Target gains Gaia's blessing.

Predator's Stare. Target is frozen in place while caster maintains eye contact with it.

Remove Scent. Renders one creature or object scentless, 1 hour/level.

Scent. Subject gains +6 bonus to track by scent.

Scent Block. Blocks target's sense of smell, 1 hour/level.

Sense Link. Caster can use one of his animal companion or familiar’s senses, 1 round/level.

Wilderness Watch. Caster knows if specific creatures enter an area.


Hunt Domain

Granted Power: Add Knowledge (Nature) and Survival to the list of class skills.

Hunt Domain Spells
1 Pass Without Trace. One subject/level leaves no tracks.
2 Snare. Creates a magic booby trap.
3 Conceal Trail. Erases one creature’s tracks.
4 Freedom of Movement. Subject moves normally despite impediments.
5 Commune with Nature. Learn about terrain for 1 mile/level.
6 Summon Nature's Ally VI. Calls creature to fight.
7 Summon Nature's Ally VII. Calls creature to fight.
8 Animal Shapes. One ally/level polymorphs into chosen animal.
9 Shapechange. Transforms the caster into any creature, and change forms once per round.


Animal Call
Illusion (Figment)
Level: Adp 0, Drd 0, Rgr 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

For the duration of the spell, the caster can imitate the sounds of any creature with the Animal type – anything from the barking of a dog to the chirping of a bird to the roar of a lion or tiger. This spell does not enable her to imitate any non-natural sounds, nor does it enable her to imitate speech of any kind.

The caster can imitate one creature per round, but there is no limit to the number of sounds she can make in a round – they are free actions. For example, she could trill three times like a meadowlark one round, bark twice like a dog the next, howl like a wolf, and then hoot twice. Sounds created by this spell are indistinguishable from those made by a real animal, though some sounds can be out of place for the environment – someone hearing the roar of a lion underground might well be suspicious.

Animal Call, Greater
Illusion (Figment)
Level: Adp 3, Drd 3, Rgr 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level

As animal call, except that the caster can imitate the sounds of any creature, not just those of the Animal type. This spell does not grant supernatural abilities like a harpy's song or the baying of a shadow mastiff.

Conceal Trail
Transmutation
Level: Rgr 3
Components: V, S
Casting Time: 1 standard action
Range: 50 ft./level
Target: One creature's trail, up to 50 ft./level long
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster erases one set of tracks (his own or another being's) in range of the spell – filling in depressions in dirt/snow/mud, replacing scattered leaves, raising flattened grass, etc. Erasing a trail with this spell makes it untraceable, though it radiates a faint aura of transmutation magic for one round afterward.

Ears of the Wolf
Transmutation
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level

The caster's hearing becomes as sensitive as a wolf's. For the duration of the spell, he gains a +10 enhancement bonus to listen-based Perception checks.

Earthsphere
Transmutation
Level: Drd 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius, +1 ft./2 levels
Duration: Until triggered, then 1 day/level (D)
Saving Throw: Reflex negates
Spell Resistance: No

This spell enchants a piece of flat ground, up to 10 feet in radius plus 1 foot per 2 caster levels (maximum 20 feet), as a trap. The caster can set conditions on what kind of creature sets off the trap (creature type/subtype, a specific being, or a number of beings). When the spell goes off, anyone in the area of effect must make a Reflex save as the ground opens up under them, dropping them into a shallow pit (no damage), which then seals and sinks until the top edge is five feet below ground, forming a bubble of clear space surrounded by tough, woody roots. A 10-foot-radius-sphere can hold one Large, three Medium, or six Small creatures. Once the trap has been triggered, the caster can call the sphere up, depositing those trapped inside on the ground, unharmed. If the spell's duration ends before the caster calls the sphere up, it automatically rises and deposits the victims on the ground (though by that time they have usually starved to death).

The sphere itself has small holes winding through the earth to the surface to allow air to get in, but food and water are not provided to the prisoners (beyond seepage or small burrowing creatures that happen to wander in). 20 points of slashing damage must be inflicted to the roots to clear an area sufficiently to dig free (they regenerate 2 hp/round); it takes one person about ten minutes to loosen enough dirt to make a hole wide enough to climb free, but he runs a 25% chance of causing a cave-in, burying himself and anyone else alive (see the suffocation rules).

Fey Aura
Transmutation
Level: Clr 3, Drd 3, Rgr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell grants the target DR 5/cold iron. If the target already has DR */cold iron, the bonuses stack.

Material Component: A handful of fairy dust, which is sprinkled over the target.

Flesh to Oak
Transmutation
Level: Adp 3, Drd 3, Rgr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)

The caster's skin becomes wrinkled and gnarled like an oak tree's bark. She gains DR 5/slashing and a +6 natural armor bonus to her Armor Class, but her Dex is reduced by 2 points due to the stiffness of her new form and she gains vulnerability to fire for the duration of the spell.

Material Component: A piece of oak.

Forest's Defense
Divination
Level: Drd 9
Components: V, S
Casting Time: 1 round
Range: 5 miles
Target: 1 or more creatures
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

This powerful spell enables the caster to enlist help from other guardians of the forest to intercept and/or kill powerful enemies of nature. The caster targets up to one creature per point of her Wisdom bonus, which must be in sight when the spell is cast, and must have committed an act of violence against the forest - killed wildlife for no reason, burned or cut down trees, slain defenders of the forest (druids, rangers, nymphs, treants), etc. - or the spell does not take effect. If the targets are valid, the spell alerts every defender of the forest (nymphs, treants, druids and rangers over 9th level, Gaia's Wardens, etc.) in a five-mile radius that there are violators present, as well as general direction and distance from their location, though they are by no means obligated to act on that knowledge. With a round's concentration, the defender gains the location of the target relative to itself (distance and direction) if it is within 1 mile. The spell lasts for one day per level, until the target(s) is/are killed, they leave the forest, or the caster calls off the hunt (i.e., dismisses the spell).

Casting this spell without a very good reason (such as those listed above; someone merely cutting down a few trees is not a valid target, but a group wantonly destroying flora and fauna is) is grounds for angering Gaia, the Earth Mother. In the case of a Gaia's Warden, it means losing all class abilities until she has atoned; for a druid, it means losing all spellcasting abilities until he has made the proper sacrifices.

Gaia's Blessing
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the blessing of Gaia, the Earth Mother, on the target – for the duration of the spell, his natural armor is increased by +4, he can pass through any sort of natural undergrowth without hindrance (as the druid's woodland stride class ability), and he will not be attacked by animals unless they are rabid, under the effects of a spell, or are attacked first.

While the spell is in effect, the target is surrounded by a faint green aura. If he does anything that would gain the ire of Gaia – destroying trees or wildlife unnecessarily, attacking her druids, etc., the spell immediately ends and the subject cannot benefit again from it until he atones for his actions.

Predator's Stare
Enchantment [Mind-Affecting]
Level: Drd 1, Rgr 1
Components: S
Casting Time: 1 standard action
Range: 30 ft. (see below)
Target: One animal or magical beast
Duration: Concentration (1 round/level)
Saving Throw: Will negates
Spell Resistance: Yes

When casting this spell, the caster must lock eyes with the target; if the target fails a Will save, its gaze is fixed to the caster's, and it cannot look away or move. The caster can make a single 5-foot step each round and still maintain the eye lock, but cannot undertake any other actions, including spellcasting, and she suffers a -2 circumstance penalty to Reflex saves due to the fact that she cannot see other threats. If the caster is disturbed and fails a Concentration check, the spell immediately ends and the target is free to act. Likewise, if the target is attacked or the line of sight between caster and target is interrupted (including having the caster look away), the spell is broken.

This spell has no effect on creatures without eyes, that can't see the caster, or that are blind.

Remove Scent
Transmutation
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to 1 cu. ft. of matter touched
Duration: 1 hour/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell suppresses a creature or object's natural scent so that it cannot be detected by any means. The creature cannot be tracked by scent, and creatures with the stench extraordinary ability, like ghasts and troglodytes, do not emit any smell for the duration of the spell.

Scent
Transmutation
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

The recipient of this spell is gifted with a heightened sense of smell. For the duration of the spell, he gains a +6 circumstance bonus to Survival checks when tracking by scent. Conversely, he suffers a -2 penalty to saves vs. strong smells - a troglodyte or ghast's stench ability, stinking cloud, etc.

Scent Block
Necromancy
Level: Adp 2, Clr 2, Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Fort negates
Spell Resistance: Yes

This spell cuts off the target's sense of smell. While the scent block is in effect, the target cannot track by scent (and loses any bonuses gained from the Scent ability). It is also immune to all scent-based attacks (a troglodyte's or ghast's stench attack, the vapors of a stinking cloud spell, etc.).

Material Component: A pinch of red pepper.

Sense Link
Divination
Level: Adp 2, Drd 2, Rgr 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One animal companion or familiar
Duration: Concentration (up to 1 round/level)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell enables the caster to forge a bond with his animal companion or familiar, using one of its senses in place of his own. In effect, the caster can see what the animal sees, hear what it hears, or smell what it smells. The caster must concentrate while keeping the bond in place, though he can drop it at any time; if the animal's sense is somehow blocked or removed (via a blindness/deafness spell, for instance), the caster also loses that sense for 1 minute. If the animal is killed, the caster loses that sense for a full hour. Note that anything that affects the animal through the sense link also affects the caster – if the animal stumbles into a stinking cloud, the caster must also make a Fort save or be nauseated; if the animal is subjected to a sonic effect that could deafen it, the caster must save also.

Wilderness Watch
Divination
Level: Drd 8
Components: V, S
Casting Time: 1 round
Range: 5 miles
Area: 5-mile radius
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Upon casting this spell, the caster creates an invisible perimeter five miles in radius, centered on her position. The perimeter, once set, does not move, though the caster can. She designates a specific creature type (see the ranger's favored enemy list for examples); thereafter, if any creature of that type crosses the perimeter and the caster is within the area, she is instantly alerted to the creature's presence. In addition, if she spends a single round concentrating, she gains a sense of the creature's distance and direction, as well as numbers. If there are multiple creatures of the same type, the caster can either choose a specific individual/group (if she knows of one); otherwise, the spell merely reveals the closest such group. Additional rounds of concentration reveal the next nearest, and so on.

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