Male Elf Druid 4
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +13
AC 19, touch 13, flat-footed 17 (+4 armor, +2 shield, +2 Dex, +1 deflection)
hp 28 (4d8+5)
Fort +7, Ref +4, Will +9; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Speed 20 ft.
Melee dagger +1 (1d4-2/19-20) and
. . quarterstaff +1 (1d6-2)
Ranged sling +5 (1d4-2)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—storm burst (1d6+2 nonlethal damage) Druid Spells Prepared (CL 4th; concentration +8):
. . 2nd—barkskin, flaming sphere (DC 16), fog cloud(D), soften earth and stone
. . 1st—ant haul(APG) (2, DC 15), cure light wounds, longstrider, obscuring mist(D)
. . 0 (at will)—detect magic, light, resistance, spark(APG) (DC 14)
. . D Domain spell; Domain Weather
Str 7, Dex 14, Con 13, Int 12, Wis 18, Cha 12
Base Atk +3; CMB +1; CMD 14
Feats Augment Summoning, Spell Focus (conjuration)
Traits forlorn, reactionary
Skills Fly +6, Handle Animal +8, Heal +8, Knowledge (geography) +5, Knowledge (nature) +10, Perception +13, Spellcraft +5 (+7 to determine the properties of a magic item), Survival +10; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Sylvan
SQ elf druid, elven magic, nature bonds (weather domain), weapon familiarity, trackless step, wild empathy +5, woodland stride
Combat Gear wand of cure light wounds, acid (3), holy water (3), tanglefoot bag, tanglefoot bag (2); Other Gear +1 darkwood wooden armor, darkwood heavy wooden shield, dagger, quarterstaff, sling, cloak of resistance +1, ring of protection +1, backpack, masterwork, bedroll, belt pouch, holly and mistletoe, mess kit, soap, spell component pouch, trail rations (5), waterskin, 256 gp, 1 sp, 9 cp
+1 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst 1d6+2 nonlethal damage (7/day) (Sp) As a standard action, ranged touch attack deals 1d6+2 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
GM only background:
Caladrel was born in a small human settlement on the fringe of Leland civilization. As steam technology emerged, the elves' reverence for natural magic and communion with nature began to be ridiculed by the non-magical inhabitants of the village. Caladrel and his younger sister were bullied for their faith in the power of ancient magic. Fearful that their elven traditions were being eroded by this new “mechanical magic” Caladrel's parents moved the family deeper into the dwindling forest in a northern corner of Leyland.
Isolated from modern civilization, Caladrel instead discovered his affinity for all creatures great and small in the woods around his new home. His love of nature and her secrets grew as the years passed. On the eve of his 80th birthday, an older, cloaked elf arrived at his home and asked for his father. The two elves spoke for sometime before they callled Caladrel in to join them. The visiting elf introduced himself as Valanrannin Malraisyr. Valanrannin told Caladrel that he represented a Druid Council whom had taken interest in Caladrel's talents with the animals and the council wanted to further refine his talents. If Caladrel and his father accepted this offer, he, Valanrannin, would take Caladrel as an initiate and train him in the Druid ways. Always thoughtful, Caladrel meditated on the offer for three days and after gaining his father's approval, accepted Valanrannin's offer. He left his family and has been a member of the council since for the past 84 years.
Up to this point, Caladrel has remained relatively isolated from modern Leyland civilization. Much of what he sees will be very new to him..
The Druid Council's Druidic name is secret, however, outside of druidic circles the group is commonly known as "The Keepers"
It is a neutral organization dedicated to keeping the natural balance of order within the world. With the emergence of technology, they are struggling with how to integrate this new phenomena into the natural balance.
The leader of the council is Rhaelnnine.
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