Faelar Wildoak
NE F Half-elf Druid [3]
Init +3 (1 Dex +2 trait)
Defense
AC 27 (10 +8 Armor Bonus +1 Dex +3 Shield +2 RoP +3 Barkskin); Touch 13 (10 +1 Dex +2 RoP); Flat-Footed 26 (10 +8 Armor Bonus +3 shield +3 RoP +3 Barkskin)
HP 91 (7x8 + 7x4 Con + 7x1 class)
Fort Save +10 (+3 Con +5 Class +1 cloak +1 Luckstone); Ref Save 5 (+1 dex +2 Class +1 cloak +1 Luckstone); Will Save +14 (+7 Wis +5 Class +1 cloak +1 Luckstone)
Offense
Speed: (30 ft) 20 ft. with armor
Melee: Club, main hand
Damage: 1d6 +4 [2d6 +4 shillelagh]
Attack roll: +9 (+5 Base Atk +4 Str)
Crit: x2
Ranged: Shortspear
Damage: 1d6 +2
Attack roll: +6 (+5 Base Atk +1 Dex)
Crit: x2
Statistics
Str 18, Dex 12, Con 18, Int 12, Wis 24 (22 +2 race), Cha 10
Base Atk +5; CMB +9 (+4 Str +5 BAB); CMD 20 (10 +4 Str +1 Dex +5 BAB)
Feats (Other):
- Heavy armor proficiency
- Combat casting
- Power attack
- Create magic items
- Natural spell
Traits (Racial):
- 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 (Survival( as a bonus feat at 1st level.
- Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
- 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.
- Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Traits (Other):
- Two world magic (Prestidigitation)
- Elven reflexes (+2 Ini)
Skills:
Acrobatics: +3 Summary: +6 Rank +1 (Dex) + -5 (Encumbrance) +1 Luckstone
Appraise: +1 Summary: 0 (Int) +1 Luckstone
Bluff: +1 Summary: 0 (Cha) +1 Luckstone
Climb: +2 Summary: 2 (Str) +1 Rank +3 Class -5 (Encumbrance) +1 Luckstone
Craft (All): +1 Summary: 0 (Int) +1 Luckstone
Diplomacy: +1 Summary: 0 (Cha) +1 Luckstone
Disable Device: -3 Summary: 1 (Dex) -5 (Encumbrance) +1 Luckstone
Note: you have not trained this skill, and typically may not use it until you do.
Disguise: +1 Summary: 0 (Cha) +1 Luckstone
Escape Artist: -3 Summary: 1 (Dex) + -5 (Encumbrance) +1 Luckstone
Fly: 0 Summary: +2 Rank +3 Class 1 (Dex) -5 (Encumbrance) +1 Luckstone
Handle Animal: +6 Summary: + 2 Rank +3 class 0 (Cha) +1 Luckstone
Heal: +9 Summary: +2 Rank +3 Class 5 (Wis) +1 Luckstone
Intimidate: +1 Summary: 0 (Cha) +1 Luckstone
Knowledge (Nature): +7 Summary: 0 (Int) + 1 (Ranks) + 2 (Nature Sense) + 3 (Class Skill) +1 Luckstone
Linguistics: +5 Summary: +3 Ranks +1 (Int) +1 Luckstone
Perception: +22 Summary: 5 (Wis) + 7 (Ranks) + 2 (Racial Trait) + 3 (Class Skill) +5 EotE +1 Luckstone
Perform (All): +1 Summary: 0 (Cha) +1 Luckstone
Ride: -3 Summary: 1 (Dex) + -5 (Encumbrance) +1 Luckstone
Sense Motive: +6 Summary: 5 (Wis) +1 Luckstone
Spellcraft: +7 Summary: 0 (Int) + 3 (Ranks) + 3 (Class Skill) +1 Luckstone
Stealth: -3 Summary: 1 (Dex) + -5 (Encumbrance) +1 Luckstone
Survival: +16 Summary: 5 (Wis) + 4 (Ranks) + 3 (Feat Bonus) + 1 (Nature Sense) + 3 (Class Skill) +1 Luckstone
Swim: +2 Summary: 2 (Str) + 1 Rank +3 class -5 (Encumbrance) +1 Luckstone
Use Magic Device: +10 Summary: + 6 Rank +3 class 0 (Cha) +1 Luckstone
Languages: Common, Druidic, Elven, Infernal, Sylvan, Draconic
Equipment:
Combat gear: Club (-gp, 3lbs.), Shortspear x3 (1gp, 3lbs.)
Wearing: +1 Wild (+3) Wooden full plate [7|1|-5] (150gp, 50lbs), Explorer outfit (-gp, 8lbs.), +1 Darkwood Heavy shield (1257gp, 5lbs)
Inventory:
- Handy haversack (2000gp, 0,5lbs)
- Druid kit (14gp, 44lbs.)
- Holly and mistletoe (-gp, -lbs.)
- Circlet of persuasion
- Wand of CMW 17 charges
- Wand of lesser restoration 50 charges
- Pearl of power II (4000gp, -lbs)
- Potion of CSW
- Druid's vestment (3750gp, -lbs)
- Eyes of the eagle (2500gp, -lbs)
- Cloak of resistance +1 (1000gp, 1lbs)
- Belt of physical might +4 (20000gp, 1lbs)
- Headband of inspired wisdom +4 (8000gp, 1lbs)
- Pearl of puissance (1575gp, -lbs)
- Ring of protection +2 (8000gp, -lbs)
- Fivefold ring of fire (10800gp, -lbs)
- Luckstone (20000gp, -lbs)
- Continual flame earring x2 (120gp, -lbs)
- Scroll of breath of life
- Scroll of heal
- Morrowfall
Encumbrance: 115lbs.; Medium load, (Light Load up to 58lbs., Medium up to 116lbs., Heavy up to 175lbs.)
Money: 593gp 1sp 0cp
187.6
------------
+1000gp Ring of protection +1
+33405.5
1187.6gp
------------
34593.1gp
-16000gp +1 Wild (+3) full plate
+2000gp Belt of mighty con
-20000gp Belt of physical might +4 (Str, Con)
------------
593.1gp
Class Info
Favored class: Druid
Favored class bonus: Druid (+1HP)
Nature Bond (Weather):
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
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 (see Using Skills). 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 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.
Bonus Languages:
A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Woodland Stride:
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.
Storm Burst:
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Nature Sense:
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Trackless Step:
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
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.
Wild Shape (Su):
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
Resist Nature's Lure (Ex):
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.