Path of the Black Flag- Iconic Anarchist 2


Jathal, the product of a dalliance between a human scholar and an elven ‘noble’ (the actually nobility of the elf has recently been called into question) grew up in the human lands with her mother the scholar, idolizing her elven heritage. This idolization took the form of an intense interest in nature; when she joined the druidic circle that resided in Blackbriar forest in early adulthood, no one was very surprised.

From the beginning of her training, Jathal was an agitator, urging for greater proactive steps among the druids to deal with the encroachment of civilization onto wild spaces. She also was also public in drawing connections between the desires of the kingdom’s rulers and the increase of despoliation and deforestation, raising concern among the more politically-minded senior druids. She began making connections with dissidents in the kingdom, developing a more encompassing critique of her kingdom’s and any kingdom’s, impact on the environment.

Realizing a dream she had since childhood, Jathal traveled to Elven lands, searching for her roots. While there, she was shocked and appalled by the attitude of the Elves. Beneath their lip service to Nature, the Elven kingdoms were just as venal as the human ones. Not only that, but the defeatist, disengaging attitude of the Elves, who preferred to dream of lost forest kingdoms as opposed to fighting for the forest they currently had, disgusted her.

Her faith in both the druidic establishment and her romanticized Elven heritage shattered, Jathal became further radicalized. She formed a network of similar radicals, dubbed the Blackbriar Gang. They vowed to not only stop the encroachment of farms and castles into Blackbriar forest- they vowed to reverse it.

This has made her many enemies, both with the druids and the kingdom, but so far she has managed to evade them all, as well as the many bands of adventurers hired to stop her activities. Through her activities, she has managed to erase two whole baronies, driving their inhabitants out of those lands, returning them to their wildness. In exchange for the network helping her with this, she has snuck into major cities on more than a few occasions, using her plant growth powers to stymie this actions of guards and soldiers against her fellow Anarchists.


Half-Elven Druid (Verdant Partisan archetype) Level 17

NN Medium Humanoid

Init +4                         Perception +26


AC 27 Touch 13 Flat-Footed 27 (+10 Plate, +4 Shield, +2 Ring, +1 Ioun Stone)

HP 124

Fort +17 (+2 belt, +3 cloak)  Reflex +8 (+3 cloak)  Will +21 (+4 headband, +3 cloak)


Speed– 20′ (30′ w/o armor)

Melee+1 Club +14/+9/+4 (1d6 +1)

Short Spear +13/+8/+3 (1d6 +1)

RangedShort Spear +12/+7/+2 (1d6 +1)


Str 12; Dex 10; Con 14; Int 10; Wis 18; Cha 14

Base Attack– +12/+7/+2         CMB 13    CMD 23

Feats Organizational Affinity, Pass, Conspiracy Theorist, Improved Initiative, Lightning Reflexes, Toughness, Verdant Spell, Natural Spell, Weapon Focus (unarmed), Skill Focus (survival, bonus)

Skills Knowledge (Geography) +20; Knowledge (Nature) +21; Survival +31; Perception +26

Languages Elven, Common

SQ Re-wilding, Nature Bond, Nature Sense, Orisons, Wild Empathy +17, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Step (1/day), Revenge of the Green, Venom Immunity, A Thousand Faces, Timeless Body, immune to magical sleep

Traits Veiled Disciple; Environmentalist

Gear potions of haste (2); Other Gear+1 ironwood wild full plate, +2 darkwood heavy wooden shield, +1 club, masterwork shortspear (3), belt of mighty constitution +2, cloak of resistance +3,druid’s vestments, dusty rose prism ioun stone, eyes of the eagle, headband of inspired wisdom +4, ring of protection +2, holly and mistletoe, spell component pouch, waterskin, 134 gp


9th—fire storm

8th—earthquake, word of recall

7th—control weather, creeping doom, fire storm, heal, true seeing

6th—antilife shellflame strike, greater dispel magic, wall of stone

5th—baleful polymorph, call lightning storm, cure critical wounds (2), insect plague

4th—control water, dispel magic, flame strike, freedom of movement

3rd—dominate animal, greater magic fang (3), protection from energy (2)

2nd—barkskin (3), bull’s strength (2), cat’s grace,

1st—entangle (2, DC 18), faerie fire (2), shillelagh, speak with animals

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