Wild Elf

Kaejo's page

2 posts. Alias of DukeRuckley.


Full Name

Kaejo

Race

Elf

Classes/Levels

Treesinger Druid 1

Gender

Male

Alignment

CG

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Kaejo

Senses: Perception +0 (low-light vision)

Initiative: +4 (+2 Dex, +2 trait)

Hit Points: 10/10 (1d8, +1 Con, +1 FC)

Melee: Scythe +3 (2d4+4, x4)
Range:

Armor Class: 15, 13 flat-footed , 12 touch (+2 Dex, +3 armor)
Saves: Fortitude +3, Reflex +2, Will +4
Resistances: +2 vs enchantments
Immunities: Sleep
Weaknesses:

Base Attack Bonus: 0
Combat Maneuver Bonus: +3
Combat Maneuver Defense: 15

Size: Medium
Speed: 30 ft.

Druid Features:
Druid Proficiencies: Sorcerers are proficient with 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. Druids are proficient with light and medium armor and shields but are prohibited from wearing metal armor and using metal shields. 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.

Plant Bond (Ex): The second option is to form a close bond with a plant companion (creeping vine). This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability.

Green Empathy (Ex) +1: At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result (+4 with animal companion).

To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.

Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Spells:

Concentration: +5 (+9 when casting defensively)

Level 0 (at will, DC 12): Detect Magic, Guidance, Light
Level 1 (4/day, DC 13): Entangle, Magic Fang

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.

Character Traits:
Focused Mind: You gain a +2 trait bonus on concentration checks.

Reactionary: You gain a +2 trait bonus on initiative checks.

Skills:
5 ranks/lvl (4 class, 0 int)

Handle Animal +4 (1 rank, +3 class, 0 Cha)
Knowledge (Nature) +5 (1 rank, +3 class, 0 Int, +1 trait, +2 druid)
Perception +8 (1 rank, +3 class, +2 Wis, +2 trait)
Survival +8 (1 rank, +3 class, +2 Wis, +2 druid)

Note: +1 to Knowledge (Nature) and Survival in forests.
Note: +4 to Handle Animal with animal companion.

Languages:
Common, Elven, Druidic

Feats:
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Elven Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.[/i]
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Weapons: Scythe,
Armor: Wooden Armor
Tools and Skill Kits:
Mundane Gear: Bag (waterproof), pouch (spell component), scroll case, waterskin, hemp rope (50 ft.), backpack (common), traveler's outfit, trail rations (4 days), bedroll, blanket, torches (x4)
Magical Gear: None
Potions: None
Scrolls:

Money and Treasure: 8.5 gold

Experience Points: 0
To Next Level: 1000

Appearance and Personality:

Background:

Adventuring Companions:
Campaign:

Character Progression:

Level 1: Combat Casting, +1 HP (FC), 20-pt buy, average starting gold (70 gp)

Feats of Interest:

Creeping Vine companion:
Ability Scores: Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Senses: Perception +1 (low-light vision, scent)

Initiative: +3

Hit Points: 11/11 (2d8, +2 Con)

Melee: Slam +2 (1d4+1 plus grab)

Armor Class: 16, 12 flat-footed, 14 touch (+3 Dex, +2 natural armor, +1 dodge)
Saves: Fortitude +4, Reflex +6, Will +1
Resistances:
Immunities: Mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning.
Weaknesses:

Base Attack Bonus: +1
Combat Maneuver Bonus: +2 (+6 grapple)
Combat Maneuver Defense: 15

Size: Medium
Speed: 20 ft., climb 20 ft.

Skills:
Perception +5 (1 rank, +3 class, +1 Wis)
Stealth +7 (1 rank, +3 class, +3 Dex)

Feats:
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Animal Companion Features:
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks: (1 bonus, 3 int)
Attack x2: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come: The animal comes to you, even if it normally would not do so.

Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.