Brienna Soldado

Birgitte Erlendsdotter's page

No posts. Organized Play character for Rennaivx.


Full Name

Birgitte Erlendsdotter

Race

Ulfen human

Classes/Levels

Druid 1

Gender

Female

Size

Medium

Age

28

Alignment

NG

Deity

Green Faith

Languages

Common, Ulfen, Druidic

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Birgitte Erlendsdotter

Birgitte grew up in the Lands of the Linnorm Kings, drinking in her uncle Jorgen's stories of his time as an agent in the illustrious Pathfinder Society. However, her mother felt that adventuring wasn't a suitable career for her young daughter, and pushed Birgitte into studies of druidism instead, hoping to see her daughter become a healer and herder. Secretly, though, Birgitte neglected lessons of herbalism and wound-mending, far preferring to learn about handling the biggest and most fearsome beasts she could find. The culmination of her initiation into druidism was a solo foray into the northern wilds; after surviving comfortably for several weeks in the cold, she decided her learning and experience would be better served by broadening them. So she left the north, and hasn't been back since. Working her way south, she has made her living as a guide, as well as selling lifelike wooden carvings of the creatures she's seen. Now, her rapport with beasts and her survival experience have caught the eye of a Society agent, and she's excited to begin writing her own chapter of the Society's story. (If it outdoes her uncle Jorgen's, so much the better.)

Birgitte Erlendsdotter
Human druid 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
----- Defense -----
AC 16, touch 12, flat-footed 14 (+2 DEX, +4 armor)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +3
----- Offense -----
Speed 30 ft. (20 ft. in armor)
Melee Scythe +4 (2d4+6/x4)
Ranged Sling +2 (1d3+4)
Space 5 ft.; Reach 5 ft.
Druid Spells (CL 1st; concentration +2)
1st—faerie fire, produce flame
0 (at will)—create water, detect magic, light
----- Statistics -----
Str 18, Dex 14, Con 12, Int 10, Wis 13, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Endurance, Toughness
Skills Climb +8 (1 rank), Craft (wood) +4 (1 rank), Handle Animal +4 (1 rank), Knowledge (nature) +6 (1 rank), Perception +5 (1 rank), Survival +7 (1 rank)
Traits Dirty Fighter, Gifted Adept (Produce Flame)
Languages Common, Ulfen, Druidic
SQ nature bond (animal companion), nature sense, wild empathy +1
Gear hide armor (15 gp), scythe (18 gp), sling (-), 20 cold iron sling bullets (4 sp), six days animal feed (3 sp), masterwork backpack (50 gp), bedroll (1 sp), belt pouch (1 gp), two bandoliers (1 gp), blanket (5 sp), flint and steel (1 gp), pot (8 sp), soap (1 cp), six days trail rations (3 gp), waterskin (1 gp), holly and mistletoe (-), mess kit (2 sp), fifty feet hemp rope (1 gp), 100 feet string (2 cp), dagger (2 gp), common artisan's tools (5 gp), spell component pouch (5 gp), net (20 gp), 24 gp, 6 sp, 7 cp
----- Special Abilities -----

Class Abilities:

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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 druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Nature Bond The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Terje (tyrannosaur animal companion):

Init +3; Senses low-light vision, scent; Perception +
----- Defense -----
AC 17, touch 13, flat-footed 14 (+3 DEX, +4 natural armor)
hp 10 (2d8)
Fort +3, Ref +6, Will +2
----- Offense -----
Speed 30 ft.
Melee bite +2 (1d8+3)
Space 5 ft.; Reach 5 ft.
----- Statistics -----
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Power Attack
Skills Perception +6, Survival +6