Female Elf

Aurora Carolingian's page

32 posts. Organized Play character for Ill_Made_Knight.


Race

HP 9/9, Init +4, AC: 16, T: 12, FF: 14, F: +3, R: +2, W: +5

Classes/Levels

Perception +9, CMD: 11 , Female Elf Druid (Treesinger) 1

About Aurora Carolingian

Backstory
TBD
Appearance

TBD

Character Sheet

__________________________ GENERAL__________________________

Female Elf, Druid (Treesinger) Level 1
Age: 89
Height: 5'2
HP: 9/9 (8 +1 Con +1 Favored Class) [Dead at -12]
Alignment: Neutral Good
Faith: Korada
PFS Faction: The Silver Crusade
Fame/Presteige: 0/0

STR: 08 [-2 modifier]
DEX: 14 [+2 modifier](+2 racial bonus)
CON: 12 [+1 modifier](-2 racial bonus)
INT: 14 [+2 modifier](+2 racial bonus)
WIS: 16 [+4 modifier]
CHA: 12 [+1 modifier]

Initiative +4; +2 [Trait] + [Dex]

Favored Class: Druid

__________________________ DEFENSE __________________________

AC 16 = 10 +2 [Dex] +2 [Armor] +2 [Shield]
Touch AC = 12
Flat-Footed = 14

Fortitude Save +3 = 2 [base] +1 [Con]
Reflex Save +2 = 0 [base] +2 [Dex]
Will Save +5 = 2 [base] +3 [Will]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

Basic Melee Attack -1 with Club (1d6-1;x2)

Basic Ranged Attack +2 with Sling (1d4-1;x2)

CMB -1 = 0 [BAB] -1 [Str]
CMD 11 = 0 [BAB] -1 [Str] +2 [Dex] +0 [size] + 10

_________________ Feats, Traits and Skills _________________

___Feats___
1st Point Blank Shot

___Trait___
Transmuter of Korada
Warrior of Old

___Skills___

Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 6 [Druid]
Total: 6

Climb +2 = STR -1+1+3-1 [1 Rank]
Fly +4 = DEX 4+0+0
Heal +0 = WIS 0+0+0
Handel Animal +5 = CHA 1+1+3 [1 Rank]
Knowledge (Nature) +8 = INT 2+1+3+2 [1 Rank]
Perception +9 = WIS 3+1+3+2 [1 Rank]
Spellcraft +6 = INT 2+1+3 [1 Rank]
Survival +9 = WIS 3+1+3+2 [1 Rank]
Swim +2 = STR -1+1+3-1 [1 Rank]
Use Magic Device +0 = CHA 0+0+0

_________________ Special Abilities_________________

Elf

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

____Druid___

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

Green Empathy (Ex): 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. The typical wild plant creature has a starting attitude of indifferent.

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. This ability replaces the wild empathy class feature.

Spells Per Day
1st level: 2 = 1 [Base] +1 [Wis]

Spells Known:
0- Detect Magic, Light, Stabilize
[First Level Spells] Total of 2: Burning Disarm, Snowball

Languages: Common, Elven, Druid, Slyvan, Giant

Equipment:

Gold: 150 gp; Spent: ; Remaining:

Carrying Capacity: Treat as 9

Current Load:

Light Load: 26 lbs.
Medium Load: 53 lbs.
Heavy Load: 80 lbs.
Lift Over Head: 80 lbs.
Lift Off Ground: 160 lbs.
Push or Drag: 320 lbs.

Held/Worn Equipment:

Club
Sling
20 bullets
Oak Shield
Leather Armor
Dagger
Travellers outfit (1gp) 5 lbs
2 Bolts (2gp) 2 lbs

Belt and Pouch (1gp) 0.5 lbs
Pouch, Spell components (5gp) 0.5 lbs
3 Flask of Acid (30gp) 3 lbs
1 Alchemist's fire (20gp) 1 lbs

Masterwork Backpack (50gp) 4 lbs

Ink (1 oz. in a vial) (8gp)
10 Inkpens (1gp)
Chalk (5 piece) (5cp)
Waterskin (1gp) 4 lbs
50 ft Silk Rope (10gp) 5 lbs
Dagger (2gp) 1 lbs
Bedroll (1sp) 5 lbs
Tindertwig (1gp) - lbs
Small Steel Mirror (10gp) 0.5 lbs

________________Chronicles Played_______________