AC 14/10/14 l Fort +2 Ref +4 Will +6 l Cm 2/16 l Init +4 l Perception +10
About Galadrian Mahariel
Galadrian Mahariel
Male Elf Druid 1
N Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +10
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Druid Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Entangle (DC 15)
0 (at will) Flare (DC 14), Detect Magic, Stabilize
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Statistics
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Str 15, Dex 19, Con 10, Int 13, Wis 18, Cha 12
Base Atk +0; CMB +2; CMD 16
Feats Point Blank Shot
Skills Climb +6, Handle Animal +5, Knowledge (nature) +7, Perception +10, Spellcraft +5 (+7 to determine the properties of a magic item), Survival +10; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ animal companion link, elven magic, nature bond abilities (harad [halla], elk), share spells with companion, spontaneous casting, wild empathy
Other Gear 150 GP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Equipment
Rogues and Druids begin with: Leather, and either a shortsword/dagger and dagger, a Longbow with 20 arrows, or a Scimitar (Druid)/Rapier (Rogue) and light wooden shield
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Harad (Halla):
Male Elk
N Medium Animal
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 15, touch 14, flat-footed 11 (+3 Dex, +1 natural, +1 dodge)
hp 15 (+4)
Fort +5, Ref +6, Will +2
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Offense
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Speed 50 ft.
Melee Gore (Elk) +2 (1d6+1/x2) and
. . Hooves x2 (Elk) -3 x2 (1d3/x2)
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Statistics
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Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk +1; CMB +2; CMD 16 (20 vs. Trip)
Feats Dodge
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick]
Skills Acrobatics +7 (+15 jump), Swim +5
Languages SQ combat riding [trick], seek [trick]
Other Gear You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Talents:
Death of Entire Tribe: +1 to Attack Rolls and Damage in Melee when no other ally other than a familiar or Animal Companion is within 30 feet, -1 Diplomacy with any Non-Dalish
Way of Hunter and Keeper: +1 to Survival in Wilderness (Forest), -1 Survival in Cities
The Bond: Animal Companion gains +1 HP or Skill Point at First Level