Valdania

Chalsarda Torxidor's page

No posts. Organized Play character for RowynStarr.


Full Name

Chalsarda Torxidor

Race

AC:14 (T:12) (FF:12) | F:3 R:1 W:7 |HP:13/13 | Per. +11

Classes/Levels

Half-Elf Druid 2

Gender

Female

Size

Medium

Age

42

Special Abilities

Nature Bond (Animal Companion), Nature Sense, Wild Empathy, Woodland Stride, Beastspeaker[Concordance], Elven Serenity[Race]

Alignment

Neutral

Deity

Desna

Location

Kyonin

Languages

Common, Druidic, Elven, Sylvan

Strength 10
Dexterity 12
Constitution 10
Intelligence 13
Wisdom 18
Charisma 14

About Chalsarda Torxidor

Chalsarda Torxidor
Female Half-Elf Druid 2
N Medium Humanoid
Init +1; Perception +11
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)
hp 13 (2d8)
Fort +3, Ref +1, Will +7
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Offense
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Speed 30 ft.
Ranged sling +1(1d4/x2)
Melee spear +1(1d8/x3), dagger +1(1d4/19-20/x2)
Druid Spells Prepared (CL 1st, concentration +5)
1st-magic fang, produce flame, summon nature's ally I
0-(at will) detect poison, guidance, resistance, stabilize
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Statistics
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Str 10, Dex 12, Con 10, Int 13, Wis 18, Cha 14
Base Atk +1; CMB +1; CMD 12
Feats Dodge, Skill Focus-(Knowledge: Nature)
Traits Beastspeaker [Concordance], Elven Serenity[Race]
Skills Diplomacy +4, Handle Animal +9, Heal +9, Knowledge(Nature) +11, Perception +11, Survival +11
Languages Common, Druidic, Elven, Sylvan
Gear wand of cure light wounds (47 charges), spear, dagger, sling(10 bullets), backpack, bedroll, flint & steel, holly & nistletoe, silk rope (50 ft.), spell component pouch, sunrod, trail rations (4 days), waterskin, anti-plague, wayfinder, alchemist's fire (2), spade, 1,745 GP
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Racial Traits
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+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Class Features
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Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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 any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

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

Wild Empathy (Ex): 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.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
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Character Traits
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Beastspeaker [Concordance Trait]:You are skillful at communicating with animals as well as creatures with an affinity for the elements. You gain a +1 trait bonus on wild empathy checks. When you use wild empathy to influence a magical beast with the air, earth, fire, or water subtype, you do not take the typical –4 penalty for influencing a magical beast.

Elven Serenity [Race Trait]:You embody the peace of the elven way of life, and apply this philosophy in your interactions with others. You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language to attempt a Diplomacy check in this manner.
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Chronicles
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9-14: Down The Verdant Path
9-18: Scourge Of The Farheavens
9-22: Grotto Of The Deluged God
10-12: Breath Of The Dragonskull