Male Halfling Druid 1
Neutral Good Small Humanoid
Init +3;
Senses Perception +9
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DEFENSE
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AC [19] = 10 + 4 [Hide] + 1 [Light Wooden Shield] +3 [Dex] +1 [Small Size]
Touch AC [14];
Flat-Footed [16]
HP 10 (1d8+2)
Fort +5,
Ref +4,
Will +6
Fearless: +2 to saves vs. fear
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OFFENSE
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Spd 20 ft.
Melee Club +0 (1d4/20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Sling +3 (1d3/20/x2) 50ft
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STATISTICS
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Str 10,
Dex 16,
Con 14,
Int 12,
Wis 16,
Cha 13
BAB +0;
CMB -1;
CMD 12
Feats Spell Focus (Conjuration)
Traits
1 Devotee of the Green (+1 Kn(Geography, Nature))
2 Freedom Fighter (You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage. Escape artist is a class skill)
3 Pioneer (Gain horse, +1 Survival)
Skills
Acrobatics* +5 = DEX 3+0+0+2 [halfling]
Appraise +1 = INT 1+0+0
Bluff +1 = CHA 1+0+0
Climb* +2 = STR 0+0+0+2 [halfling]
Diplomacy +1 = CHA 1+0+0
Disguise +1 = CHA 1+0+0
Escape Artist* +7 = DEX 3+1+3
Fly* +3 = DEX 3+0+0
Handle Animal +5 = CHA 3+1+1
Heal +3 = WIS 3+0+0
Intimidate +1 = CHA 1+0+0
K (Geography)† +6 = INT 1+1+3+1 [Trait]
K (Nature)† +8 = INT 1+1+3+3 [Trait, Druid]
Perception +9 = WIS 3+1+3+2 [halfling]
Ride +3 = DEX 0+0+3
Sense Motive +3 = WIS 3+0+0
Stealth* +7 = DEX 3+0+0+4 [Small]
Survival +10 = WIS 3+1+3+3 [Trait, Druid]
Swim* +0 = STR 0+0+0
Languages Common, Halfling, Druidic
SQ Halfling abilities, Spellcasting(Su)
Combat Gear Bullets (20), Club, Leather Sling, Hide Armor, Wooden Shield
Other Gear (On Hoss) Saddlebags, Bedroll, Winter blanket, Fishhooks, Rations (4), Hemp rope (50 ft), Shovel, Waterskin (2), Travellers outfit (3)
Money 35GP 5SP
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SPECIAL ABILITIES
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Fearless +2 to saves vs. fear (stacks with Halfling Luck)
Halfling Luck +1 to all saving throws
Keen Senses +2 Perception
Sure-footed +2 Acrobatics, +2 Climb
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 Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
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 (see Chapter 4). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
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SPELLS
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Level 1:
Cure Light Wounds,
Entangle
Level 0:
Detect Magic, Light, Mending
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BACKGROUND
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Evan has had a very privileged life so far - a good family, free to follow his passion for the wild and for travel, a kindly master in the druidic community. He wants every to have the best life they can - a true, if naive, idealist. You could think of him like one of those young trust-fund hippy environmentalists protesting against BP.
All his life he's heard tales of the hellish life of halfling slaves in Chelliax. He can't imagine anything worse than facing a short miserable lifetime toiling in the stink of a great city for an uncaring master. It's the antithesis of everything he thinks is good in the world. The imposition of one creature's will over another rather than the freely given companionship and mutual respect that he shares with his Animal Companion, is something that Evan regards as 'true evil'.
Possible hooks:
- Not everyone in Evan's extended family is as idealistic. In particular a pair of cousins on the borders of the stolen lands seemed to be falling in with a bad crowd.Where are they now and to what depths have they sunk?
- Any indication that the bandit groups of the area are taking, transporting, or selling slaves will arouse Evan's passionate wrath.
- Who is the Stag Lord, and is he connected to the druidic faith? Not every druid wants to see a balance of civilisation in the wilderness, some might feel that wilderness with brigands is a better situation. Can that be resolved without violence?
- Rumours persist that, in the time of Evan's gandfather, a caravan set out into the stolen lands to found a commune. They assured everyone that they would be welcomed and protected and safe. They did not say who or what would protect them and they were never heard of again. What did they know, what did they seek, and what did they find?
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DESCRIPTION
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"Right, right, hang on, don't worry, I'm here in time for the feast!" A lean, sandy haired halfling bursts through the ornately carved doors at the end of the hall, and continues talking as if all eyes are on him, and everyone had wanted to know when he would arrive. "Bessy and Hoss are settled in the stable so there'll be no more interruptions from that direction."
He pauses to look round the crowded hall, and his eyes widen a little at the strange crowd. Then he smiles, "Well and well-met everyone! I'm Evan. Evan Freehame. So who might you lot be? Don't be shy."