’Abal
Female Desert Druid 1
N medium humanoid (human)
Init +1; Senses Perception +3
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DEFENSES
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AC 13 , touch 12, flat-footed 12 (+2 leather armor, +1 Dex)
hp 10 (1d8) Current: 10
Fort +4 (+8 hot conditions); Ref +1; Will +5 {+1 all Fire}
Defensive Abilities
Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive. Used 0/6 x/day
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OFFENSE
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Speed 30 ft.
MeleeCold Iron Scimitar +2 (1d6+1 crit.18-20/x2)
Melee Obsidian Dagger +2 (1d4+1, crit. 20/x2)
Ranged Longbow +1 (1d10, crit. 20/x3)
Special Attacks -
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STATISTICS
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Str 12, Dex 13, Con 14, Int 12, Wis 16, Cha 13
Base Atk +0, CMB +1, CMD 12 Feats:Desert dweller, Weapon Focus Scimitar
Dessert Dweller: Your time spent living in merciless deserts has granted you resistance to extreme heat, starvation, and thirst.
Prerequisites: Constitution 13, Survival 1 rank. Benefit: You treat extreme heat conditions as severe heat, and severe heat as very hot conditions. You are not impacted at all by very hot conditions. In addition, you gain a +4 bonus on all Constitution checks made to resist the effects of starvation or thirst.
Traits:
Desert Nomad: You were born and raised in the burning sands of a severe desert.
Benefit: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.
RECLAIMING YOUR ROOTS
Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.
0-level: 4
Create Water, Light, Detect Poison, Know Direction
1st level :2 +1
Cloak of Shade *, Burning Disarm
Domain Spells*: 1st—cloak of shade[APG], 2nd—shifting sand[APG], 3rd—cup of dust[APG], 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco[APG], 7th—sunbeam, 8th—sunburst, 9th—horrid wilting.
Combat Gear 50 arrows
Gear Druid’s Kit : animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and 2 waterskins.
Gold on hand: Gold Stored:
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FEATS AND SPECIAL ABILITIES
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Nature bond (Desert Domain)
Nature sense Orisons Wild Empathy (1d20+2)
Woodland stride
[ Background
Spoiler:
Born in Kelmarane to a village wise woman in the midst of a spectacular sandstorm, 'Abal's life has been tied to the desserts of Katapesh from her first breath.
Considered blessed, the young girl was different from the start. From a young age it became clear that she was somehow able to commune with the desert itself, noticing every animal, finding food where others had failed to do so, and somehow being far less affected by the heat than her already hearty tribesmen.
Forced to flee with her mother at a very young age, told that her father had died in a horrible fire, ’Abal only recently discovered the truth about the lost village from which she hailed, feeling an inexorable pull to the location, as if the land itself were calling her to restore her place of birth.
Appearance:
A bit above average height, 'Abal is in excellent physical condition, her body possessing sleek lean muscle while still maintaining noticeable feminine curves. Her hair, short to deal with the desert heat except for a long braided tail at the back of her neck, is a natural smoky grey, despite her youth, a stark contrast to her sun bronzed skin.
Her features are sharp, in the manner of many of the desert folk,making her eyes, the color of storm clouds, stand out sharply. She most often dresses in light, loose gauzy clothing, fitting for the desert heat, with little regard for avoiding exposure or conceding to foreign notions of modesty. Often wearing sandals or going barefoot, the better to feel the desert sands between her toes, maintaining her connection to the environment which to her is as vibrant and alive a place as any.
A desert native her entire life, 'Abal carries with her an air of natural, untamed beauty, her glare as hard as the midday sun, her smile as welcome as the sight of an oasis.