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About Essa DwaeBackground:
Essa Dwae's mother died in childbirth, and her father is unknown. Raised as an orphan she grew quickly and soon outstripped others her age in height and strength. Before long she was a tall lanky tomboy who didn't know her own strength and often ended up hurting others during fun rough housing and horseplay. Soon she was ridiculed and made fun of, and being neither particularly clever and somewhat shy, she began to spend time on her own. Soon she fell in love with the forest and its animals. Her intuition and connection with nature made her feel belonged. One day she encountered several druids who took her in and began her druidic training. Before long she befriended one of the shaggy apes that made their homes in the forest treetops. Though still shy, she is curious about the world, and the druids have made her aware of an inheritance from her mother, who had been a druid in her youth and left some money with the circle. She now approaches her coming of age with some trepidation. Appearance:
Essa is very tall and lanky. She is incredibly strong and although not very graceful, she is hardy and will sometimes run for hours through the forest. She lacks social charm and grace, and is unaware of her great beauty. Her long hair hangs about her shoulders and down her back wildly, and her piercing blue eyes have an innocence within them. Her skin is tanned from long days in the sun and her hands and feet are rough from the natural world, climbing on rocks and trees, and running barefoot through the wilds. Essa carries with her a basic pack of equipment and little else. She carries a very large flaming club, which, although menacing in appearance, is merely continual flame, and not harmful. The danger is in the ferocity with which she can wield it. She tends to wear a thick hide shirt to protect her shoulders and chest, and usually wears little if anything else, going unshod except in the most dangerous of terrain. Her bare legs are often scarred and scratched from brambles, stray branches, sharp rocks and her rough and tumble lifestyle. Accompanying her everywhere is Roguk, a shaggy woodland ape, and they love nothing more than chasing each other through the forest, crashing through the underbrush, wrestling with each other, and rustling huge piles of leaves into the air. Class: Druid 2
Stats:
Str 18 (+4), Dex 10(0), Con 14(+2), Int 10(0), Wis 14(+2), Cha 10(0) Defense:
AC 13, touch 10, flat-footed 13 (+3 armor) hp 32 (2d8 (8,8,7) +6 CON +3 FCB ) Fort +5 (base 3, stat 2) Ref +1 (base 1, stat 0) Will +5 (base 3, stat 2) Offense:
BAB +2, CMB +6 (+4 str, +2 BAB), CMD 16 (+2 BAB, +4 str) Move Speed 30' Attacks:
Feats:
scribe scroll (human) endurance (1st) Skills (4 class +1 human)/level:
Ranked: Spellcraft +6 (rank 3, class skill 3, int 0) Survival +10 (rank 3, class skill 3, wis 2, class 2) Handle Animal +6/+10 (rank 3, class skill 3, cha 0, +4 w/companion) Knowledge Nature +8 (rank 3, class skill 3, int 0, class 2) Perception +8 (rank 3, class skill 3, wis 2) Nonranked: Heal +2 ( wis 2 ) Swim +4 ( str 4) Climb +4 (str 4) Special Abilities:
Class 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. Nature Bond(Ex): (Animal Companion - Ape ) Link(Ex): Handle Animal as a free action for animal companion. Push it as a move action. +4 to checks with companion. Share Spells: Cast spells with target of "You" on animal companion (druid spells only). Orisons(Sp): 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 Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks Wild Empathy: 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.
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Traits:
Rich Parents (+900gp starting) Armor Expert (reduce armor check penalties by 1) Languages:
Common Equipment:
(cost/weight)
Hide shirt 18 Club, Everburning 6 Horn of Fog Ring of Swimming Metallic Scale (Amulet) of Kassen's Boon: This small silver scale is warm to the touch and inscribed with the sigil of Kassen, hero of the Fangwood. You can use this scale to call upon Kassen's favor, allowing you to reroll any one attack roll, saving throw or skill check after the roll is made but before the results are revealed. You must take the result of this second roll, even if it's worse. Once this power has been used, the scale crumbles into dust. Sling - (10) bullets 5 bedroll 5 blanket 3 backpack 2 scroll case 1.5 waterskin 4 rope, hemp 50' 10 grappling hook 4 piton (2) 1 hammer 2 scrolls (entangle x2, cure light wounds x8, faerie fire x2, speak with animals x3, shillelagh x6, acid maw x2, ant haul x2, call animal x3, charm animal x3, feather step, frostbite x3, nature's paths ) potions (barkskin,longstrider) chalk (10) - candles (10) - torch (3) 3 parchment (10) - hammock 3 healer kit 1 rations (5) 5 100gp in scroll scribing materials current wealth: 518.5 gp
Typical Prepared Spells:
DC = 12 + spell level Normal: Level 0 (4/day): create water, light,resistance,guidance Level 1 (3/day): shillelagh(x2), acid maw Level 2 (2/day): ironskin, bulls strength Animal Companion:
Roguk N medium animal
DEFENSE
OFFENSE
STATISTICS Str 14, Dex 17, Con 10, Int 2, Wis 12, Cha 7
Experience:
Tally: 3885 |