Lini

Galiven Oldwood's page

9 posts. Organized Play character for william Nightmoon.


Race

Oread

Classes/Levels

druid

Gender

Female

Size

medium

Age

26

Alignment

neutral good

Languages

common, teran, Druidic

Strength 14
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 20
Charisma 12

About Galiven Oldwood

vitals:

HP:
AC:14(3 armor, 1 Dex)
Fort:+5 refl:+2 will:+9
BAB:+ CMB + CMD:
Speed: 15ft in armor (20 without)

skills/feats/traits:
Climb (Str),
Craft (Int),4
Fly (Dex),
Handle Animal (Cha),3
Heal (Wis),2
Knowledge (geography) (Int),4
Knowledge (nature) (Int),4
Perception (Wis),
Profession (Wis),
Ride (Dex),3
Spellcraft (Int),4
Survival (Wis),1
Swim (Str).

Feats eschew materials, endurance

Traits
Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Beast Bond: You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

class traits:
Nature Bond (Ex): 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.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

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 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.

Woodland Stride (Ex): 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.

Trackless Step (Ex): 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.

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 utilize or target plants, such as blight, entangle, spike growth, and warp wood.

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 with which the druid is familiar.

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 levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also 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.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

nature bond:

spells prepared:
0-(4): create water, read magic, light, mending
1-(4/day):blend, produce flame(2), good berry
2-(3/day): animal aspect, flame blade, tree shape

inventory:
druids kit, scimitar, wooden armor, everlasting torch, manacles(basic with simple lock), rope(hemp),signal horn, medium tent, travelers dictionary(elvish), Wrist sheath, dagger.

racial traits:
Native Outsider: Oreads are outsiders with the native subtype.

Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Oreads have a base speed of 20 feet.

Darkvision: Oreads can see in the dark up to 60 feet.

Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Energy Resistance: Oreads have acid resistance 5.

Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

backstory:
Galiven was born in Cheliax, and was abandoned at birth by her parents. A nymph found her and took her as a child.

As she grew up she became fascinated with animals and the wild. She found snakes and reptiles more interesting than most. She learned nature magic from her adopted mother and became a druid, taking a coral snake as her companion. She joined a small group and found out she enjoyed the thrill of hunting and killing monsters who threatened the land. But the day came when they had to choose, money or the greater good? She refused to take greed over the right, and her older friends turned on her. She escaped with her life, but not without scars, and now is wary of others, and refuses to get close to others (no physical contact). She still follows her heart, knowing who to trust and who not to.

She wanders around the world, searching for hope in good.

Old companions: Dani: a halfling rouge, Trest: a Teifling sorcerer, Falder:a human fighter

appearance:
Galiven often looks different. Her heritage points more to some kind of fey rather than a earth spirit. Her skin is tinted green, her hair changes color with the season, and her eyes constantly change. Depending on her mood, but she often looks very casual. She has a tattoo of a viper on her left arm, and she has a long scar down her back, from one shoulder to the middle of her lower back.

personality:
Galiven is quiet, but firm. She acts out sometimes, mostly out of fear. She finds hypocritical people as vile and rude, she often speaks to herself or her snake about something happening at the time. She speaks to the sky, to the gods that watch in hopes that they care. She cannot accept loss, and often gets depressed sometimes due to homesickness.

She acts smart, but is more wise than intelligent. She is often sarcastic in situations of high stress.

She is a pillar of stone, firm yet unbalanced.

animals familiar with:

This is for the sake of not turning into a dinosaur whenever I want...

Snakes(both constrictor and viper), eagles, sparrow, deer, bears, wolves, dogs, jackals, lions, cheetah, mountain lions(or any of the other names for a cougar), and mice.