Pirate Queen

Enith's page

23 posts. Organized Play character for Moonsongdown.


Full Name

Enith

Race

Halfling | Druid: 1 | Init: +9, Per: +10 | Speed: 20

Classes/Levels

HP: 10/10, CMB: 0, CMD: 13 | AC: 16, T: 14, FF: 12 | F: +5, R: +6, W: +7 (+2 vs fear) | Skills:
Acrobatics: +6, Heal: +4, Sense Motive: +9, Stealth: +7, Survival: +6

Gender

Female

Size

Small

Alignment

Neutral

Deity

None

Languages

Common, Halfling

Strength 10
Dexterity 16
Constitution 12
Intelligence 7
Wisdom 18
Charisma 10

About Enith

178538-3  Enith
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Female Halfling | Druid: 1 | Init: +9, Per: +10

HP: 10/10, CMB: 0, CMD: 13 | AC: 16, T: 14, FF: 12 | F: +5, R: +6, W: +7 (+2 vs fear):

Acrobatics: +6, Heal: +4, Sense Motive: +9, Stealth: +7, Survival: +6

Character Hash:

Neutral Small Humanoid
[B]Init[b] +9; Senses Perception +10

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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +0 Shield, +3 Dex, +1 Size, +0 Dodge)
hp 10 (1d8) (+1 Con Bonus) (+1 Favored))
Fort +5, Ref +6, Will +7 (+2 vs Fear)

Fort +4 (+2 Class,+1 Con, +1 Race)

Ref +4 (+0 Class, +3 Dex, +1 Race)

Will +7 (+2 Class, +4 Wis, +1 Race)

Resist

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Offense
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Offenses
Speed: 20 ft.
Ranged: Sling +4 (1d3 20/x2) (50Ft)

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Statistics
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Str 10, Dex 16, Con 12, Int 7, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 13
Languages Common, Halfling
SQ

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Feats
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Improved Initiative (Combat)

Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

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Traits
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Reactionary (Combat)

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Suspicious

You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

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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. 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 wooden ones.

Nature Bond (Ex)
Animal companion: Wolf

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

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.

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Skills
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Total points: 2 = (4-2Int)*1 Level

Acrobatics +6 (+1 Rank, +0 Class, +3 Ability,  +0 Armor, +2 Race)
Appraise -2 (+0 Rank, +0 Class, -2 Ability)
Bluff +0 (+0 Rank, +0 Class, +0 Ability)
*Climb +0 (+0 Rank, +0 Class,  +0 Ability, +0 Armor, +2 Race)
*Craft -2 (+0 Rank, +0 Class, -2 Ability)
Diplomacy +2 (+0 Rank, +0 Class, +2 Ability)
Disguise +0 (+0 Rank, +0 Class, +0 Ability)
Escape Artist +3 (+0 Rank, +0 Class, +3 Ability, +0 Armor)
*Fly +3 (+0 Rank, +0 Class, +3 Ability, +0 Armor)
*Handle Animal +0 (+0 Rank, +0 Class, +0 Ability)
*Heal +4 (+0 Rank, +0 Class, +4 Ability)
Intimidate +0 (+0 Rank, +0 Class, +0 Ability)
*Perception +10 (+1 Rank, +3 Class, +4 Ability, +0 Feat, +2 Racial)
Perform +0 (+0 Rank, +0 Class, +0 Ability)
*Ride +3 (+0 Rank, +0 Class, +3 Ability, +0 Armor)
Sense Motive +9 (+1 Rank, +3 Class, +4 Ability, +1 Trait)
Stealth +7 (+0 Rank, +0 Class, +3 Ability, +0 Armor, +4 Race)
*Survival +6 (+0 Rank, +0 Class, +4 Ability, +2 Nature Sense )

*Swim +0 (+0 Rank, +0 Class, +0 Ability, +0 Armor)

*(Class Skill)

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Magic
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Level 0: (3/day) (Inf uses)

Create Water (Creates 2 gallons/level of pure water.) [24hrs]

Light (Object shines like a torch.) [10min/level]

Resistance (Subject gains +1 bonus on saving throws.) [1 minute]

Level 1: (1/day)

Entangle: DC 15 (40ft radius, 400ft+40ft/level, 1min/level)

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Special Abilities
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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. 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 able to study each other, which means that they 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.

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Equipment
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Equipment list

Enith:
Light: <33, Medium: 34-66, Heavy: 66-100

Ranged Weapons Sling, 20 Bullets (10Lbs)
Armor Leather Armor (+2 AC, +6MaxDex,0 Check) [10gold, 8Lbs]
Other Gear
Explorer's Clothes (4 lbs)
Spell component pouch [5 gold, 2Lbs]
Total: [39 gold, 24lbs]

Wolf:
Light: <66, Medium: 67-133, Heavy: 154-230
Saddle [10 gold, 25lbs]
Saddlebags (on Wolf): a bedroll, a blanket, a flint and steel, rope (100ft), trail rations (5 days), and waterskins (x3) (empty). [29gold, 25lbs]
Total: [39 gold, 50lbs]

Wealth: 96 gold


Animal Companion:

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Animal Companion
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Wolf: level 1
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Defense
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Size: Medium, Speed: 50ft
AC 14, touch 12, flat-footed 12 (+2 Natural armor, +2 Dex)
hp 11 (2HD - d8) (+2 Con Bonus)
Fort +3, Ref +3, Will +0

BAB +1, CMB +2, CMD 13

Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural armor;
Attack: bite +2 (1d6+1, trip)
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: low-light vision, scent, Link, share spells
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Tricks
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Combat Riding (attack, come, defend, down, guard, heel)
Sneak

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Skills
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Stealth +6 (+1 Rank, +3 Class, +2 Ability)
Perception +5  (+1 Rank, +3 Class, +1 Ability)

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Feats
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Weapon Finesse


Racial Traits (Halfling):

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Racial Traits
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Standard Racial Traits

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealthchecks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Feat and Skill Racial Traits
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Offense Racial Traits
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.


Background Story:

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Background Story
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Enith's earliest memories were of wolves. They were her parents, her friends, the only world she knew. But hunters destroyed that world. They "rescued" Enith and placed her in an orphanage where she was constantly bullied by fellow orphans and belittled by her caretakers who believed they were preparing her for the wider world. When the opportunity arose to run away, she took it without hesitation, escaping back into the wild where she befriended another pack. As she grew older she grew more curious about what mysteries this "wider world" held, beyond bullies and lies. So she left her pack with a wolf in tow, and they set out to see what there was to see.

Her overwhelming curiosity is matched only by her intense distrust of new people.


Appearance:

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Appearance
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Enith is short, even for a halfling. She wears a thick cloak tied at the neck, but hanging off at least one shoulder as if she had forgotten that she had put it on. A hastily tied strip of worn leather is doing a poor job of holding the mass of brown curls away from of her face. She is otherwise unadorned, save for some grubby leather armor strapped over a healthy level of dirt and what presumably used to be clothes.