
Full Name |
Asther |
Race |
Half Elf |
Classes/Levels |
Druid 1 |
Gender |
Female |
Alignment |
Neutral Good |
Location |
Falcon's Hollow |
Languages |
Common, Elven, Sylvan, Druidic |
Occupation |
Guardian of Darkmoon Wood |
Strength |
14 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
10 |
About Asther
Female Half-Elf
Druid Level 1
Favored Class Druid
XP 0
Init +2 Senses Perception +8 (+10 on sight- and sound-based checks)
DEFENSE
AC 15, touch 12, flat-footed 13
HP 12 Current 12
Fort +2 Ref +2 Will +6
OFFENSE
Speed 30 ft
Base Attack Bonus +0 CMB +2
Melee Scimitar +2 (1d6+2 / 18-20), Club (1d6+2)
Ranged Sling +2 (1d4)
Spells Prepared
0th: detect magic, light, guidance
1st: cure light wounds
HALF ELF RACIAL TRAITS
+2 to one ability score (Wisdom)
Low-Light vision Can see twice as far as humans in condition of poor illumination.
Keen Senses +2 on sight- and sound-based Perception checks. Can make a Perception check to spot a secret or concealed door if they pass within 10 feet of it.
Elven Immunities Immune to magic sleep effects and get +2 racial saving throw bonus against enchantment spells or effects.
Adaptability Skill Focus as a bonus ability (Knowledge (nature)).
DRUID CLASS FEATURES
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 summon nature's ally I.
Osirons (Sp) Prepared 0th-level spells are treated like an at-will spell-like ability
Animal Companion (Ex) Hawk
Nature Sense (Ex) Asther gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex) Asther can improve the attitude of an animal.
STATISTICS
Skills
Heal +8
Knowledge (nature) +9
Perception + 8
Survival +10
Feats
Toughness
Combat Gear
Leather armor, light wooden shield, Scimitar, Club, Sling, 20 sling stones