| Full Name |
Aria Tanner |
| Race |
Half-elf |
| Classes/Levels |
Druid 1. AC 14, touch 12, flat-footed 12. hp 9. Fort +3, Ref +2, Will +5. Init +2; Senses Perception +8, Art |
| Gender |
Fem |
| Size |
M |
| Age |
24 |
| Alignment |
NG |
| Deity |
Gozrah |
| Location |
Varisia |
| Languages |
Common, Druidic, Elven, Skald, Sylvan |
| Strength |
12 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
17 |
| Charisma |
12 |
About Aria Tanner
ARIA TANNER
Female Half-Elf (Ulfen) druid 1, NG medium humanoid (elf, human)
Init +2; Senses Low-Light Vision, Perception +8,
Languages Common, Druidic, Elven, Skald, Sylvan
AC 14, touch 12, flat-footed 12, hp 9 (1HD)
Fort +3, Ref +2, Will +5, +2 racial saving throw bonus against enchantment spells and effects.
Immunities Sleep,
Speed 30 ft. (6 squares)
Melee cold iron spear (two handed) +1 ((two handed) 1d8+1/x3)
Ranged cold iron spear (thrown) +2 (1d8+2/x3), within 30 ft. +3 (1d8+2)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Ranged sling +2 (1d4+1), within 30 ft. +3 (1d4+2)
Base Atk +0; CMB +1; CMD 13
Special Actions Spontaneous Casting,
Prepared Spells Prepared Spell List
Druid (CL 1st):
1st - cure light wounds (DC 14) , entangle (DC 14) , goodberry
0th - create water , detect magic , mending (DC 13)
*: Domain spell.
Deity Gozreh; Domains Restoration Subdomain,
Abilities Str 12, Dex 14, Con 12, Int 12, Wis 17, Cha 12
Special Qualities Adaptability, Restoration Subdomain, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Nature Bond, Nature Sense, Orisons, Restorative Touch, Wild Empathy +2,
Feats Precise Shot, Skill Focus (Perception)
Skills (*Bought)
Acrobatics +2,
Appraise +1,
Bluff +1,
Climb +1,
*Craft (Alchemy) +5,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
Fly +2,
*Heal +7,
Intimidate +1,
*Knowledge (Geography) +5,
*Knowledge (Nature) +7,
*Perception +8,
*Profession (Herbalist) +7,
Ride +2,
Sense Motive +3,
*Spellcraft +5,
*Stealth +7, Stealth (In hilly or rocky areas) +8,
*Survival +9,
Swim +1,
Possessions cold iron spear; leather armor; explorer's outfit; Backpack, Common [ Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Common); Waterproof Bag; Silk Rope (50 ft.); Winter Blanket; Bedroll; Shovel; ]; Waterproof Bag ; Wrist Sheath [ Dagger; ]; Belt Pouch [ String (50 ft.); Soap; Sewing Needle; Flint and Steel; ]; Canteen ; Sling ;
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Restoration Subdomain
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Nature Bond (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 the Animal Companions section beginning on page 51. 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) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.