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About AvelbaneAppearance:
Defense:
HP 12
AC 17 (+4 armor +1 shield +2 Dex) CMD 13 Fort +2
Offense:
Speed 30’
Initiative +4 BAB +0 CMB +1 Sickle +1 1d6+1 ×2
Skills:
Diplomacy +2 (1 rank +1 Cha)*
Handle Animal +6 (1 rank +1 Cha +3 misc)† Knowledge (nature) +9 (1 rank +2 Int +1 trait +5 misc) Perception +8 (1 rank +3 Wis +1 trait + 3 misc) Spellcraft +6 (1 rank +2 Int +3 misc) Survival +9 (1 rank +3 Wis +5 misc) *+1 when dealing with Forlorn elves and non-elves
Special Abilities:
Favored Class: Druid, +1 HP
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Eternal Grudge: Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. Fleet-Footed: Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy: 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. Feats:
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Toughness: +3 HP. +1 HP per level after level 3. Traits:
Left Behind: Having been born to those who chose to remain on Golarion during the Age of Darkness in the Mwangi Expanse, you understand the people of this world better than most elves. You gain a +1 trait bonus on Diplomacy checks when interacting with Forlorn elves and non-elf races.
Seeker of Brightness: You have been actively searching for signs of the Brightness since childhood. You gain a +1 trait bonus on Knowledge (nature) checks and on Perception checks. Common Buffs:
Spells:
Orisons (3/day) Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject. Flare: Dazzles one creature (–1 on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. Know Direction: You discern north. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Spark: Ignites flammable objects. Stabilize: Cause a dying creature to stabilize. Virtue: Subject gains 1 temporary hp. Level 1 (2/day)
Equipment:
sickle, hide armor, animal feed (5 days), backpack, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, studded leather barding Inventory Tracking:
19 gp, 8 sp
Purchased
Wand of cure light wounds - 5 charges
Prestige and Boons:
Initiate’s Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX–1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit. chance that a critical hit will kill you. Restorative Wand: You gain a wand of cure light wounds with 5 charges. This wand has an effective market price of 0 gp if sold. Chronicles:
Wolf Companion Str 13
HP 13
Fort +5
Init +2
Bite +2 1d6+1, trip Acrobatics +6 (1 rank +2 Dex +3 misc)
Low-light vision
Light Armor Proficiency |