Special Attacks -
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STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 12
Base Atk +3, CMB +5 , CMD 17 Feats
*Skill focus (Heal), Self sufficient, Spell Focus (Conjuration)
Traits
Frontier Healer
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st
Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Racial:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Adaptability: Half-Elves receive Skill focus as a bonus feat at 1st level.
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.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
Combat Gear Leather armor, quarterstaff, masterwork cold iron Sickle, javelins
Gear Druid’s Kit: animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin., Healer's kit (2)
Magical equipment:
wand of cure light wounds (CL3, 40 charges).
Bandoleer with Alchemical stuff (useless without training) (3)
Bottles of bloodblock (5) +5 to Heal/Treat deadly wounds
divine scroll containing the spells calm animals, cure light wounds, and magic stone (CL1)
Gold on hand: gp, sp Gold Stored:
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BONUS FEATS AND SPECIAL ABILITIES
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Druidic Herbalism: Nature Bond Variant (Optional) 3 Concoctions free per day:
Source PZO9446
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
Nature sense +2 bonus on Knowledge (nature) and Survival checks.
Orisons Wild Empathy: (1d20+4)
Woodland Stride 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.
Mediator’s Ear (Ex) By 3rd level, a Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others’ attitudes, much as she does with animals. A Green Faith initiate gains a bonus on Diplomacy and Sense Motive checks equal to half her druid level. This ability replaces trackless step.
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.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
Standing a bit taller than the average human woman, Faerieth appears to carry little of her elven heritage at first glance, taking after her mother’s much fuller human figure. Upon closer observation, the less pronounced points of her ears, usually obscured by flowing white hair and a certain ephemeral quality, manifest her mixed blood.
Her skin is lightly tanned, a product of much time outdoors, while still being in the shade of the great forest, her ample frame draped in flowing greens and brown leathers. Quite attractive, the intricate tattoos in pale shades of purple, that adorn her face, emphasize violet eyes that speak of a deep wisdom and awareness.
Background:
The daughter of an exceptionally talented herbalist and wise woman in a village skirting the Fangwood, Faerieth spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger. Half-elves being a not-uncommon occurrence in the region, she grew up without the usual stigma that those of her heritage often encountered, allowed to roam the woods rather freely as she grew, assisting her mother in finding rare herbs and plants to use in her cures and herbal concoctions.
Upon coming of age, her mother initiated her into both the Green Faith, and the druidic circle that was the birthright of her maternal bloodline, teaching her hidden secret knowledge of the land, the power and potential within the herbs, plants, crystals and other natural resources, that went far beyond basic uses.
A mainstay of her community, she took over the role of providing herbs and healing after her mother passed, being considered a respected healer in her community despite her age.
Personality:
Faerieth can just as easily spend her time interacting with those she provides with cures and herbal concoctions, as alone in the wilderness, roaming the forest barefoot and spending hours without saying as word as she collects rare ingredients.
She possesses a caretaker nature, usually thinking in regard to helping and protecting those around her, naturally falling into the role of a guardian of the community. When relaxed, she is friendly and good natured, though anyone who would endanger or threaten those she cares about will find an entirely different case. Those would have the misfortune of facing a woman who will stop at nothing to protect those in her care, and destroy anything that would harm them.