About Ta'de-win of the Gale
AC 16 T12 FF12 CMD15
Storm Burst 5/7
Staff of Journeys 10/10
Pearl of Power I 1/1
0th - Create Water, Light, Purify Food and Drink, Mending
1st - Burning Disarm, Frostbite, Cure Light Wounds, Obscuring Mist
2nd - Bull's Strength, Flaming Sphere, Fog Cloud
AC: 16 T12 FF12
Fort: +4 (3+1)
Ref: +3 (1+2)
Will: +7 (3+4)
The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Climb: +5 (1+1+3)
Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Augment Summoning: Your summoned creatures are more powerful and robust.
Superior Summoning: You can summon more creatures.
Eyes of the Wild (The Green Faith): You spend enough time in the wilderness that you are attuned to its ways.
Benefit: You gain a +2 trait bonus on Perception checks in natural settings.
Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness knownas the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. (Survival chosen)
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. See the ironwood spell description. 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.
Nature Bond - Weather Domain (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
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.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): 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 (see Using Skills). 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 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.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Spells and Domain Abilities:
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
+1 Ironwood Sickle +4melee, 1d4+2 (20/x2)
Sling +4 ranged, 1d4+1 (20/x2) 20'
10 bullets, 5
Explorer's Outfit, -
Leather Armor, 15
Heavy Wooden Shield, 10
Belt Pouch x2, 1
Silk Rope 50', 5
Grappling Hook, 4
Pearl of Power I
+1 Ironwood Sickle
Leaf Armor (Unidentified)
Staff of Journeys 10/10
Heart of Wind:
Heart of Wind
Horse N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
Animal skill, a horse's hooves are treated as secondary attacks.
The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the following adjustments to the base statistics detailed above.
Heavy Horse: A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill.
Ta'-de-win does not know what her birthname was, nor does she if she has any living family. What she does know was told to her by the man she called grandfather. He was not the father of her mother, or of her father, but he was the one she grew up calling grandfather.
The story begins with the spirits of fire, as many are. The spirits of flame are fickle, but they often turn up where people do not expect. In this case, the spirits of flame were devouring a structure of wood. It was large, but not as large as many. Her grandfather knew this particular structure housed a family of farmers, but to the spirits of flame, it was just another foodsource.
The fire did not just start there. They were brought, brought by men consumed by the evils of their hearts. It was not just food these men were after, as the flames that devoured the house were after. These men came to hear the screams of the dying, to rejoice in the slaughter. It was the pain and misery that brought them. But the flames cared not.
As the flames consumed the house, one of those living inside had snuck away. The flames leapt after, but the one escaping was too fast for their grasp. The flames returned to their meal, but it was not to last long, as the sky began to cry upon this feast.
But this was not the end. While the spirits of fire had begun this tail, the spirits of water would take the next part. For as the rain descended from the sky, doing battle with the fire, they too saw this person escape. But it was not one, but two, for she carried a smaller one in her arms. And it was this smaller one that cried out, alerting the ones who had brought the flame to their presence.
The one ran, carrying the other, going as fast as possible. The scene had captivated the water, and more came down from the sky. Even the lightning began to watch and streaked across the sky.
On the person ran, but their path was blocked, for they had ran into a river. The person attempted to cross, braving a spot where the earth had encroached upon waters territory. But the men would not have it, and they brought up their weapons. The rain attempted to batter that shafts aside, but alas one of them found their mark, and the person went to the waters embrace.
The men turned and went back to house, the fire extinguished by the rain. But while they thought their task was done, the young one still drew breath. The water, who had embraced the older, attempted at first to embrace the younger. But the water heard a voice, a voice who told them not to embrace the young one, but rather to carry her downstream. And so the water sent the young one, carried upon their currents, and into the hands of her grandfather, Ta'-de-win was delivered.
Cut ahead a few years
Ta'-de-win had lived with her grandfather most of her life. She was the only family he knew, and he taughter her was he could of the natural world. He was one who listed to the trees, the rivers, the rocks, the sky. And it was these skills that he hoped to pass on to his granddaughter. But his time on this world had been long, and he knew she would not survive entirely on her own. So with no other choice, he passed her on to another family, one he had dealings with in the past. They were good people, and would finish raising her well. And it was to this family she was entrusted, for his time had finally come. And her grandfather left to join the spirits.
And four years later
Ta'-de-win, having honed the skills taught her by her grandfather, had decided it was time to explore. And for this exploration, she knew where she had to go. The kingdoms of man called it the Stolen Lands, but she could feel a presence there. She knew not what it was, or it's desires, but she felt that was where she was to go next. Preparing for the journey, she heard rumors, of an expedition to be launched into this land. It is for this expedition she has decided to join.