Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Bloodline Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
TRAITS, DRAWBACKS & FEATS:
Dirty Fighting: You can take advantage of a distracted foe.
Benefit: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Eschew Materials:
Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Poverty-Stricken:
Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Restless Wayfarer: You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Knowledge Geography is Class Skill, Sylvan is language
Skill Focus (Know: Nature): Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
[spoiler=EQUIPMENT]
Masterwork Sickle
Cold Iron Dagger
Druid Kit
BACKGROUND:
Mother was a druid, like her mother before her, so I was raised in the old ways -- fresh leaves for clothing, old leaves for bedding, and anything I trapped or gathered for feasting. The whole of the Border Woods was our home, but no matter how many weeks or months we roamed, we always came back to the pine copse at Owl Lake, where the dryads were.
If mother was my teacher, the dryads were my idols. I wished nothing more than to be as tall, as stately, as wise as they were when I was grown, with hard gleaming skin, and hair like quills. I knew it was not to be, but still I dreamed, still I hoped.
Mother taught me all the rituals, and all the prayers, but I never felt them in my blood and bones as she did. And where she honored Ketephys and Gozreh and all the Eldest, I always felt closest to the Green Mother. I prayed to the others, but I confided in her, telling her my secrets, asking her for advice...and permission.
Until one day, I felt sap flowing through my veins as well as blood. I was not to be a druid after all. I was something else.
And that day I left the tutelage of the mother of my birth, and entered the tutelage of the Mother of Green. We still wandered the same woods, but the mysteries I sought were different now. Deeper and wilder. Where before I sought harmony, now I sought to set free the seed and leaf. Let them grow, let them spread. Enjoy the garden and the growth.
When the first snows fell on that summer day, I immediately tasted the wrongness. The Green Mother told me to find the cause, to heal the wounds, but I would have done so even if she hadn't. The forest will not suffer this unnatural winter, not if I have anything to say about it.
DESCRIPTION:
Esme is tall, just over six feet. Her clothing is sturdy but ragged, pieced together from leaves and animal skins. Her brown hair falls in long braids interwoven with fresh pine needles.