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About ChannaryFelame NG Human Druid 1
Melee: Staff +6 / 1d4 + 3 (B)
Skills Acrobatics +1, Arcana +0, Athletics +6, Crafting +0, Deception +0, Diplomacy +0, Intimidation +3, Lore: Warfare +3, Medicine +7, Nature +7, Occultism +0, Performance +0, Religion +4, Society +0, Stealth +1, Survival +7, Thievery +1 Money: 5 GP, 8 SP, 7 CP Ancestry / Background / Heritage / Class:
Ancestry- Human Hit Points 8
Background - Field Medic In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You're trained in the Medicine skill and the Warfare Lore skill. You gain the Battle Medicine skill feat.
Heritage - Half Orc One of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait and low-light vision. In addition, you can select orc, half-orc, and human feats whenever you gain an ancestry feat.
Class - Druid The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it - and an agonizing death to those who take it too lightly. You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service. Key Ability Wisdom Hit Points 8 plus your Constitution modifier Perception Trained Trained Fortitude and Reflex Expert Will Trained Trained in Nature. Trained in one skill determined by your choice of order. Trained in a number of additional skills equal to 2 plus your Intelligence modifier Trained all simple weapons and unarmed attacks Trained all light and medium armor, unarmored defense Trained primal spell attacks and primal spell DCs Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019
Feats:
Class Feat : Wild Shape Prerequisites wild order
Class Feat - Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Skill Feat - Battle Medicine Prerequisites trained in Medicine
Ancestry Feat - Orc Sight Prerequisites low-light vision
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Class Features:
Druid Order - Wild The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your shape and take on the ferocious form of a wild creature. You are trained in Intimidation. You also gain the Wild Shape druid feat. You gain the wild morph order spell. Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)
Druidic Language You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema. Anathema As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual. The following acts are anathema to all druids:
See specific orders for more information. Wild Empathy You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Gear:
Backpack, Bedroll, Belt Pouch (2x), Chalk (10x), Flint and Steel, Rope 50 ft, Daily rations (21 x), Soap, Torch (5x), Waterskin, Sling Bullets (30x) Hide Armor
Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019 Dagger
Sling
Staff
Healer's Tools - This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s tools, you can draw and replace them as part of the action that uses them.
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