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PREPARED SPELLS / Beorae
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Third-Level Druid (3/day; DC 17) (2 + 1 bonus)
..Protection from Energy: Absorbs 12 points/level of damage from one kind of energy
..Remove Disease: Cures all diseases affecting subject
..Wind Wall: Deflects arrows, smaller creatures, and gases
Second-Level Druid (4/day; DC 16) (3 + 1 bonus)
..Bull's Strength: Subject gains +4 to Str for 1 min./level
..Gust of Wind: Blows away or knocks down smaller creatures
..Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud
..Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage
First-Level Druid (5/day; DC 15) (3 + 2 bonus)
..Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)
..Endure Elements: Exist comfortably in hot or cold regions
..Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like
..Longstrider: Your speed increases by 10 ft.
..Produce Flame: 1d6 damage + 1/level, touch or thrown
Zero-Level Druid (Orisons) (4/day, unlimited casting)
..Detect Magic: Detects spells and magic items within 60 ft
..Light: Object shines like a torch
..Read Magic: Read scrolls and spellbooks
..Resistance: Subject gains +1 bonus on saving throws
#R = Number of ranks invested in Skill (Skills per level: 4 + 2 [Int] + 1 [favored class?]) .
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SPECIAL / Beorae
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..Low-light Vision
..Elven Immunities: Immune to magic sleep effects, +2 saving throw bonus against enchantment spells and effects.
..Nature Sense: +2 bonus on Knowledge (nature) and Survival checks (already included in Skills).
..Wild Empathy: Improve the attitude of an animal, 1d20+7(+6 [Druid], +1 [Cha]).
..Woodland Stride: Move through any sort of undergrowth at normal speed and without taking damage or suffering any other impairment.
..Trackless Step: Leaves no trail in natural surroundings and cannot be tracked; may choose to leave a trail if so desired.
..Resist Nature’s Lure: +4 bonus on saving throws against the spell-like and supernatural abilities of fey.
..Wild Shape (2/day): Can turn herself into any Small or Medium animal and back again (1 hour/level).
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FEATS / Beorae
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Skill Focus (Perception): +3 bonus (+6 at 10 ranks)
Spell Focus (Conjuration): +1 bonus on save DCs
Augment Summoning: Summoned creatures gain +4 [Str] and +4 [Con] (+2 ATK/DMG, Slams +3 DMG; +2 HP per HD; +2 Fort; +2 Climb/Swim) Natural Spell: Cast spells while using wild shape
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Meditation Incense can be burned while one meditates on their god for their blessing of magic. While breathing in the fumes for one hour, the mind of the devotee is cleared of distraction, allowing their full magical potential to be realized. The below recipe burns for 1 hour, but it affects spells cast up to twenty-four hours after meditation.
Ingredients:
13 kinnikinnick leaves, dried and crushed – Graysight Vale 1 thimble of flint dust 3 thimbles of charcoal
1 hill giant tooth, powdered – Urthog Hills, Urlghain Highlands?
1 manticore spine, powdered
3 hand-sized crab chitin plates, crushed to fine flakes, or 1 grizzly claw, powdered 1 half-pestle of aged agarwood dust – Sargentich Forest, bright leaves, blotchy grey bark 7 hardened tears of the Sauki tree, granulated – Saukith Sea, tears = resin 1 thimble of kief powder – not from Vyren! Herbalists, Port Elam? 7 thistle petals, dried and crushed – Greysight Vale 1 cedar wand, unpolished and nonmagical – Carenthir Forest, Axton
Combine all dry ingredients until evenly mixed. Bring one pint of water to boil, and slowly add the dry mixture in small increments over 10 minutes. Stir with the cedar wand for 5 minutes, and use magic to remove impurities. Cast Purify Food and Drink. Remove the boiling paste from the fire and continue to stir until the cedar stick is evenly coated and very little remains in the pot. Set the cedar wand to dry evenly for three days before igniting.
Note: Regular and frequent use of this incense may lead to addiction. Use caution and discretion when using inhaled spell-aids.
Roll Knowledge Nature and Geography to remember where to find some of these items. Rolling both for each unfamiliar/rare ingredient will probably help you the most.
Appearance See reference portrait, combat, in the shadows. Also, quite a bit of thisparticularcharacter. Beorae is a Half-Elf, but appears mostly human except for her ears, which are undeniably elven. She has long red hair that she usually wears up or braided back, but can let it down to cover her ears should she wish to hide her Half-Elf identity. She has piercing aquamarine eyes, fair skin, freckles, and a claw scar on her left cheek. Warpaint makes for an intimidating accent and is her only makeup.
Backstory:
Family Life
Beorae the half-elf druid is the eldest child (and only daughter) of Beric and Elsbeth Sevenstone. Her human father is a hard-working stonemason and has never had an affinity for magic. He believes in hard work for honest pay and has made it his life's work to care for his family, who he loves above all else. Beorae's mother is a 'pure' half-elf and dabbles in minor spells and incantations while running an apothecary in their hometown of Deeproot. Beorae has two younger twin human brothers, Tylar and Alex, who are more than a handful to take care of and their care and rearing often fell to Beorae because their parents were busy working. Their family lives in a small stone cottage near the wood on the outskirts of town.
Beorae loves nature and has always felt the inescapable call of the wild. Even from a young age she loved to venture into the nearby Carenthir Forest with her mother in search of plants and roots for the apothecary. As she grew older, Beorae felt more and more at home in the woods and would often drag her brothers into the forest for play and adventure. At first they were hesitant to follow, but before long they, too, began to enjoy spending time in the wood; Beorae secretly thinks that they'll grow up to be strong Rangers someday.
Beorae is perceptive and intelligent, but can be quite headstrong and does not suffer fools gladly. She has a love for life and greatly dislikes cruelty of any kind. When she's alone in the woods she likes to sing (but is completely unaware that she is horribly off-key).
Beorae the Druid
Beorae's magical abilities far surpass those of her family members, a fact that became evident when she accidentally cast her first "create water" spell at the age of only four while "helping" her mother make supper in the kitchen. Noticing her gift, Beorae's parents found her a tutor in an elderly Druid named Ferwald who lived near town. Beorae studied with Ferwald until a few years ago when he passed away of old age. Beorae felt his loss profoundly and mourned his passing for many months. Ferwald left Beorae his holly and mistletoe plants, gifts that she cherishes and tends to every day to ensure their long life.
As is often the case with half-breeds, Beorae's half-elf blood makes her an outsider in the eyes of humans and elves alike, which may be a cause for her somewhat introverted nature. Deeproot is a mostly human town, so when she was younger, Beorae would wear her hair long to cover her elven ears and try to fit in, but her piercing aquamarine eyes often betrayed her. As she grew older and became stronger in her druidic training, Beorae eventually found strength in herself and began to take more pride in her heritage. Nowadays she wears her fiery red hair braided back with ears exposed as an outward statement of identity.
In conversation, she prefers to listen more than speak, and years of druidic training have taught her the importance of perception and knowledge over brute force. She is a quick study, although the passing of her tutor has slowed her training in the past few years. She still maintains her druidic practice, though, waking up at dawn each day and spending her hour of meditation in the woods while the sun rises and brings the world to life around her.
Shark
About a year ago, Beorae's father had a building contract in the northern mountain region and he thought it time for Beorae to journey with him and see a bit of the world. It was the first time she had really left home and was enjoying the journey until the night when a tiger attacked their camp. One of the workers lost his life defending the group, and the cat even managed a swipe at Beorae—leaving a permanent scar on her left cheek—before the group's Dwarven ranger finally brought the wild beast down and put a stop to the horror. Apparently the troupe had set camp near the mother's den where she had two young cubs. After discovering them, Beorae begged her father to be allowed to keep them and train them. He eventually acquiesced but knew that they would not likely survive the journey without their mother. One of the cubs indeed passed away a few days later despite Beorae's attempts at magical healing, but the other cub had surprising strength and quickly gained the favor of the group, somewhere along the way picking up the name "Shark" for his grey coat and incredible speed. He and Beorae bonded immediately and she has spent the last year working hard to domesticate him. Shark is still young and has much training ahead of him, but he and Beorae share a special bond known only to druids of the forest and he follows her wherever she goes. Most nights he sleeps by Beorae's side to keep her warm, and he likes to go hunting while she meditates at dawn.
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Animal companion: A tiger named “Shark” (Big Cat, gray tiger)
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STATISTICS / Shark
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Str 15 (+2), Dex 19 (+4), Con 13 (+1), Int 3, Wis 15 (+2), Cha 10 (0) BAB +4, CMB +6 (+4 [BAB], +2 [Str]), CMD 20 (24 against trip) (10, +4 [BAB], +2 [Str], +4 [Dex]) Attack +6 (+4 [BAB], +2 [Str]) Initiative +4 (+4 [Dex])
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SPECIAL / Shark
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Low-light Vision Scent Link: +4 circumstance bonus on all wild empathy and Handle Animal checks for the companion animal.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself.
Evasion: If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
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FEATS / Shark
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Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility: You can easily move through a dangerous melee. Prerequisite: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness: +3 hit points, +1 per Hit Die beyond 3
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TRICKS / Shark
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Beorae and Shark are working on combat training, a rigorous program that requires 3 hours of training per day, for an entire week, per trick. Their current training status is: