| Full Name |
Feron Ornor, The Silver Gardener |
| Race |
Elf |
| Classes/Levels |
Druid 1, Init +2, HP 9, AC 18 T 12 FF16; Fort+4 Ref +2 Will+5; Perc +9 |
| Gender |
Male |
| Size |
M |
| Age |
131 |
| Special Abilities |
Nature Bond, Nature Sense, Orisons, Wild Empathy |
| Alignment |
Neutral |
| Deity |
The Green Faith |
| Location |
Brevoy |
| Languages |
Common, Sylvan, Druidic |
| Occupation |
Gardener |
| Strength |
14 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
10 |
About Feron Ornor The Silver Gardener
Feron Ornor, the Twilight Gardener
Treesinger Druid 1
N Medium humanoid elf
Init +2; Perception +9
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Defense
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AC 18, touch 12, flat-footed 14 (+4 armor, +2 Shield)
HP 9 (1d8+1)
Fort +4, Ref +2, Will +6
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Offense
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Speed 30 ft.
Ranged +2 Longbow (1d8/x3)
Melee +2 Sickle (1d6+2 /x2), trip
Melee +2 Quarterstaff (1d6+2 /x2)
Ranged +2 Shortspears(3) (1d6+2 /x2)
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Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +5; CMD 17
Languages Common, Druidic, Sylvan
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Feats
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Breadth of Experience
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Traits and Drawbacks
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Indomitable Faith, +1 Bonus on Will Saves. Feron's connection with the Will of the World is unshakable. He gets a +1 bonus on will saves.
Resilient, +1 trait bonus on Fortitude saves. The life of a wandering Druid is hard. In the short time Feron has been away from the deep woods of Taldor, he has seen his share of adversity. He is stronger for it.
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Skills
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(Note, flat +2 on all knowledge checks and can make such checks untrained from Breadth of Experience. bonus included in trained skills)
Heal +3
Knowledge (nature)+8
Perception +9
Spellcraft +4
Stealth +6[5]
Survival +9
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Gear
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Rice Paper: 30 sheets
Waterproof Bag
Charcoal
100 Ft Hemp Rope
10 lbs of tree seeds of varying typs
Soil, always up to remaining encumberance
Hide Armor
Hvy Wood Shield
Trowel
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Special Abilities
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Elven Immunities: 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.
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
Nature Bond: 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. Druids also have access to a set of Animal and Terrain Domains. 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.
Feron Chose the Plant Domain; Subdomain Growth
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Green Empathy (Ex)
At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.
To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.
This ability replaces the wild empathy class feature.
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.
Plant Domain
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—enlarge person 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
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Spells Prepared
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Backstory
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Feron has travelled from the Verduran Forest, a newly (relatively speaking) cut sapling of the Green Faith. After wandering for a while, he has stopped in Brevoy to replenish his supplies. While there, Feron heard tell of an expedition being sent south to explore the mostly wild Stolen Lands. Although not one for organized expiditions, Feron considered the opportunity to travel into a new and dangerous land with the defense that comes with traveling companions. The coin too will help him trade for more planting supplies. With any luck, he might even find a suitable location for a new Druidic Circle, a major achievement for a novice like himself.