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. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). 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 nondruids. Druidic has its own alphabet.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Elemental Eidolons:
At 1st level, an elemental ally has four elemental eidolons she can summon, one each for the elements of air, earth, fire, and water. Their abilities and statistics are determined using the rules for elemental eidolons for the summoner class from page 33 of Pathfinder RPG Pathfinder Unchained, as if the elemental ally were a summoner of her druid level, except they gain no additional evolution pool ( just those evolutions from their base form and base evolutions from their subtype). Each of the four elementals has its own base form, skills, and feats. The elemental ally can summon one of these elementals with the same 1-minute ritual a summoner normally uses to do so. The elemental ally can’t summon an eidolon or cast summon nature’s ally if she currently has an eidolon summoned. She also can’t summon an eidolon if she currently has a creature summoned through other means. If one of the elemental ally’s eidolons is killed, she cannot summon any eidolons for 24 hours. The elemental ally can dismiss her eidolon as a standard action. As the elemental ally gains levels, her elemental eidolons’ base statistics and base evolutions increase as if her druid level were her summoner level. The eidolons gain the darkvision, link, share spells, evasion, ability score increase, devotion, multiattack, and improved evasion abilities at the appropriate levels, but never gain an evolution pool. Abilities and spells that grant additional evolution points to eidolons do not function for elemental eidolons, though any ability that would grant evolution points to an animal companion does work. The elemental ally does not gain life link or any other class features a summoner gains in relation to her eidolon.
Elemental Empathy (Ex): A
n elemental ally can improve the attitude of a creature of the elemental subtype. This ability functions just like a Diplomacy check to improve the attitude of a person. The elemental ally rolls 1d20 and adds her druid level and her Charisma modifier to determine the elemental empathy check result. To use elemental empathy, the elemental ally and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, inf luencing an elemental in this way takes 1 minute, but as with influencing people, it might take more or less time. An elemental ally can also use this ability to influence a non-elemental outsider with the air, earth, fire, or water subtype, but she takes a –4 penalty on the check.
Elemental Magic:
The elemental ally can target elementals (including her elemental eidolons) with any spell she casts that targets animals, even though elementals can’t normally be targeted by such spells.
Racial Traits:
+2 Constitution, +2 Wisdom, –2 Intelligence: Vine leshys are hardy and insightful, but sometimes forgetful.
Leshy:
Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.
Small:
Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed:
Vine leshys have a base speed of 20 feet.
Darkvision:
Vine leshys can see in the dark up to 60 feet.
Low-Light Vision:
Vine leshys can see twice as far as humans under conditions of dim light.
Grapevine:
A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level.
Plantspeech:
Vine leshys can speak with vines as if subject to a continual speak with plants spell.
Verdant Burst:
When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.
Unassuming Foliage:
Vine leshys gain a +4 racial bonus on Stealth checks in forests.
Climber:
Vine leshys gain a +2 racial bonus on Climb checks.
Languages:
Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.
Traits:
Beast of the society
Beastspeaker: 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.
Skills:
Druid 4 +INT = 4 * 0 = 4
ACP = -0 //Armour Check Penalty
Acrobatics: 1 = 0 + DEX Mod + - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: -1 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Craft: 0 = 0 + INT Mod + 0;
Diplomacy: 0 = 0 + CHA Mod + 0;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 0 = 0 + CHA Mod + 0;
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
*Handle Animal: 0 = 0 + CHA Mod + 0;
*Heal: 4 = 0 + WIS Mod + 0;
Intimidate: 0 = 0 + CHA Mod + 0;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
*Know(Nature): 6 = 1 + INT Mod + 3 + 2;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 8 = 1 + WIS Mod + 3;
Profession (cartographer) 10 = 1 + WIS Mod + 3 + 2;
Ride: 1 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
*Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: 5 = 0 + DEX Mod + 0 + 4;
*Survival: 10 = 1 + WIS Mod + 3 + 2 D;
Swim: 0 = 0 + STR Mod + 0 -ACP;
Use Magical Device: -1 = 0 + CHA Mod + 0;
Spells:
DC = 10 + WIS+ Level
Druid:
Orisons: Unlimited use
Level-1: 1 + 1(Wis)
Spells Memorized:
Level-0: (4)
Detect Magic
Guidance
Create Water
Level-1: (3+1BL)
Goodberries
Cure light wounds
Height: 4' 7"
Weight: 95 lbs
Hair: Torquoise Green
Eyes: Emerald Green
Skin: Blue
Physical Description
The Quartett:
Avalanche
Earth elemental quadruped Eidolon
Starting Statistics:
Size Medium;
Speed: 40 ft.;
AC: 17, T 12 FF 13
Saves: Fort 3, Ref 4, Will 0;
Attack: bite +3 (1d6+3);
Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
HP 11
immunity (fire) evolution
Feat: Light Armor Prof
Skills:
Acrobatics (Dex) 6,Bluff (Cha), Craft (Int), Knowledge (planes), Knowledge Dungeoneering (Int)2, Perception (Wis) 4, Sense Motive (Wis), and Stealth (Dex)6
----------------------------------------------------
Magma
Fire Elemental Biped Eidolon
Starting Statistics:
Size Medium;
Speed: 30 ft.;
AC: +2 natural armor; Saves:
Fort 3, Ref 1, Will 2;
Attack: +4 2 claws (1d4+3);
Sansetsukon +5 1d10+4
Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Martial Weapon Ability: Sansetsukon
Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis) 4, Sense Motive (Wis), and Stealth (Dex)
----------------------------------------------------
Icepick
Ice Elemental Biped Eidolon
Starting Statistics:
Size Medium;
Speed: 30 ft.;
AC: +2 natural armor; Saves:
Fort 3, Ref 1, Will 2;
Attack: 2 claws +5 (1d4+3);
Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Feat: Skill Focus Perception
Bluff (Cha), Craft (Int), Knowledge (planes), Knowledge (history)2 (Int), Perception (Wis) 7, Sense Motive (Wis), and Stealth (Dex)
----------------------------------------------------
Whirlwind
Wind Elemental Serpentine Eidolon
Starting Statistics:
Size small;
Speed: 20 ft., climb 20 ft.;
AC: +2 natural armor;
Saves: Fort 1, Ref 5, Will 2;
Attack: bite +6 (1d4-1), tail slap +6 (1d6-1);
Ability Scores: Str 08, Dex 18, Con 11, Int 7, Wis 10, Cha 11
Feat: Weapon Finesse
Acrobatics (Dex) 8, Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Linguistic 2, Perception (Wis) 4, Sense Motive (Wis), and Stealth (Dex) 12
Concordance S9:
INURED TO THE ELEMENTS (2+ goals): Once per adventure before rolling a saving throw against an effect with the acid, air, cold,
earth, fire, electricity, or water descriptor, you can gain a bonus on the save equal to 1 + half the number of goals you have completed.
ELEMENTAL RAY (4+ goals): Once per adventure, you can shoot a ray of elemental energy at a target within 30 feet as a spelllike
ability. This is a touch attack that deals a number of points of acid, cold, electricity, or fire damage equal to 1d6 × half your
character level.
ELEMENTAL AEGIS (7+ goals): You begin each day with a shield that functions as protection from energy. Whenever you or
an ally within 30 feet of you would take acid, cold, electricity, or fire damage, the shield absorbs the damage. The shield can
absorb a number of points of damage equal to 3 × the number of goals you have completed, after which the shield dissipates
--------------------------------------------------------------------------- ------------
[][]Adventure either on another plane or in the Mana Wastes, the Shackles, or the Worldwound.
[][]Peacefully resolve an encounter with a creature with the air, earth, fire, or water subtype.
[][]Help grow the Concordance by recruiting a named figure with either a significant connection to the natural world (such
as a druid) or a significant connection to elemental forces (such as a creature with an elemental subtype). Recruitment
requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
[][]Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge
(geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.
[]Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.
[]Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course
of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.
[]Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Knowledge
(nature), or Knowledge (planes).
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5
counts as two goals.