Female Half-Elf Druid (Green Faith Initiate) 1
N medium humanoid (elf/human)
Init +2; Senses: Low light vision Perception +7
------------------
DEFENSES
------------------
AC 14 , touch 12, flat-footed 12 (+2 armor, +2 Dex, +)
hp (1d8+) Current:
Fort +3 ; Ref +2; Will +5 (+ Enchantment)
Defensive Abilities immune to magic sleep effects,
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Quarterstaff +0 1d6+/1d6+ x2
Melee Sickle +0 1d6 x2 sl/trip
Ranged Sling +2 1d4 x2 50ft
Special Attacks -
Melee Wooden Fist 6/day +0 1d4+ lethal damage (bludgeoning/piercing)
Melee Quarterstaff (Shillelagh) +1 2d6+/2d6+ x2
Ranged Sling (Magic Stone) +1 1d6+1 x2 50ft
-------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0, CMB +0 , CMD 12 Feats
*Skill focus (Survival), Leadership, Green Faith Acolyte
Traits
Rostlander:
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves..
Racial:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
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). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-Elves receive Skill focus as a bonus feat at 1st level.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source: PZO9456
Gear Druid’s Kit : animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
-------------------------------------
BONUS FEATS AND SPECIAL ABILITIES
-------------------------------------
Nature Bond Plant Domain.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Orisons Wild Empathy: (1d20+)
-------------------------------------
BACKGROUND/PERSONALITY/APPEARANCE
-------------------------------------
Standing a bit taller than the average human woman, and graced with a naturally sleekly athletic build, Elanaril possesses a wild, untamed, appeal blending elven and human features harmoniously. She keeps her thick dark green hair long, perpetually windswept, her complexion carrying a rich golden tinge of sun exposure. Perhaps her most notable features are her violet eyes, piercing and deeply evocative.
Vine pattern tattoos trace their way along her body, adding to her otherworldly feel.
She wears little in the way of jewelry, a simple leather pendant necklace, and plain silver earrings accompany a small silver ring piercing her nose. Most commonly dressed in greens and browns, she wears leather armor when exploring or expecting danger.
Background:
The daughter of an exceptionally talented herbalist and wise woman in an outlying village in southern Brevoy, Elenaril spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger. Half-elves being a not-uncommon occurrence in the region, she grew up without the usual stigma that those of her heritage often encountered, allowed to roam the woods rather freely as she grew, assisting her mother in finding rare herbs and plants to use in her cures and herbal concoctions.
Upon coming of age, her mother initiated her into both the Green Faith, and the druidic circle to which she belonged, a devoted circle that maintained the knowledge of the land, the power and potential within the wilds, learning the names, power and languages of the beasts, plants and all other forms of natural life.
The wanderlust of the father she has never met runs in her blood, and she has recently found herself yearning to explore beyond the boundaries of the lands she knows, and to spread the knowledge and influence of The Green. Word of an exploration into the Stolen Lands has definitely caught her interest, and she has decided to volunteer her knowledge and familiarity with the wilderness to those seeking to join said expedition. Her childhood best friend Kaleida, more of a sister really, the daughter of one of the village’s hunters who was unfortunately gored by a wild boar when she was 8 and came to live with Elenaril and her mother, chose to come with her, seeking to hone her skills in the wilds.
Personality:
A life of spending days in seclusion in the wilds has left Elenaril somewhat of an introvert, in some ways almost preferring the plants and animals of nature to most people. Quietly thoughtful and highly perceptive, she tends to observe before speaking, determining the dynamics of a situation before acting.
She has a knack for understanding situations, developing a reputation for open-minded neutrality and a talent for resolution in her early teens. When in the wilderness, she can often come off as distracted, though this isn’t quite an accurate assessment. Her awareness of the natural world is such as to generate a state of almost hypervigilance when in the wilderness, responding to multiple forms of stimuli that others would barely notice.
Elenaril possesses a caretaker nature, usually thinking in regards to helping and protecting those around her, naturally falling into the role of guardian of any community she’s a part o
.
At least three NPCs:
Goals
Explore the pull she feels whenever encountering anything vaguely fey in nature. She doesn’t have any idea why but she is drawn to exploring the more supernatural aspects of nature and the wilds.
Spread the Green Faith in the Stolen Lands
Wild shape preferred forms:
Kaleida:
Neutral Good Half-Elf Expert 1
Init +1; Senses Perception +5; Low-light Vision
=================================================
DEFENSE
=================================================
AC 12 (2 dex), touch 12, flat-footed 10
hp 9 (9)
Fort +0, Ref +0, Will +3 (+5 enchantment)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Shortspear +1 (+3 thrown) 1d6+1 Range 20ft
Ranged Sling +1 1d4+1
=================================================
STATISTICS
=================================================
Str 13, Dex 14, Con 12, Int 10, Wis 13, Cha 9
Base Atk +0; CMB +1; CMD 13
Feats
------
Skills
Handle Animal +3 (1 rank, 3 class, -1 cha );
Heal +5 (1 rank, 3 class, 1 wis);
Perception +5 (1 rank, 3 class, 1 wis);
Stealth +6 (1 rank, 3 class, 2 dex);
Survival +5 (1 rank, 3 class, 1 wis);
Swim +5 (1 rank, 3 class, 1 str);
SQ Immune to sleep
Equipment
Race Options
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
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). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-Elves receive Skill focus as a bonus feat at 1st level.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.