Pirate Sniper

Ghaelja Waldhaar's page

417 posts. Alias of Tirion Jörðhár.


Full Name

Ghaelja Waldhaar

Race

Half-Elf

Classes/Levels

Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Gender

Female

Size

M - 6' 1", 135lbs

Age

29

Alignment

Neutral

Languages

Common, Druidic

Homepage URL

Experience: 6280/4000

Strength 14
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Ghaelja Waldhaar

___________________________________________________________
Offense:
___________________________________________________________
+1 Initiative (+1 Dex)
+2 BAB

+4 CMB (+2 BAB, +2 Str)
+15 CMD (+2 BAB, +2 Str, +1 Dex, +10)

+4 Club [(+2 BAB, +2 Str) Damage: 1d6+2 (+2 Str)]
+3 Sling [(+2 BAB, +1 Dex) Damage: 1d4+2 (Range 50') ]
+4 Sickle[(+2 BAB, +2 Str) Damage: 1d6+2 (+2 Str)] (20x2)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 27

Max hp: 27 (+8,+5,+8; +3 Con; +3 FC)
AC 16 [+1 Dex, +3 Armor, +2 Shield, +10]
Flatfoot AC 15 [+3 Armor, +2 Shield, +10]
Touch AC 11 [+1 Dex]

+4 Fort (+3 base, +1 Con) (+3 Druid)
+2 Ref (+1 base, +1 Dex) (+1 Druid)
+7/+9 Will (+3 base, +4 Wis) (+3 Druid) (+2 vs Enchantment -- racial bonus)
Immune to Sleep

Special Abilities:
Trackless Step
Woodland Stride

Spells Memorized:

0th Level
Detect Magic
Guidance
Light
Purify Food and Drink

1st Level
Entangle
Cure Light Wounds
-open slot- <-- usually used to cast Goodberry at the end of the day if not used otherwise

2nd Level
Barkskin
Animal Aspect

Skills:
+2 Acrobatics (+1 Dex, Ranks 0)
+0 Appraise (+0 Int, Ranks 0)
+0 Bluff (+0 Cha, Ranks 0)
+7 Climb (+2 Str, Ranks 2, Class Skill +3)
+* Craft() (+0 Int, Ranks 0, Class Skill +3)
+0 Diplomacy (+0 Cha, Ranks 0)
+* Disable Device (+1 Dex, Ranks 0)
+0 Disguise (+0 Cha, Ranks 0)
+1 Escape Artist (+1 Dex, Ranks 0)
+* Fly (+1 Dex, Ranks 0, Class Skill +3)
+4 Handle Animal (+0 Cha, Ranks 1, Class Skill +3)
+8 Heal (+4 Wis, Ranks 1, Class Skill +3)
+0 Intimidate (+0 Cha, Ranks 0)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0)
+* Knowledge, Engineering (Int +0, Ranks 0)
+4 Knowledge, Geography (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, History (Int +0, Ranks 0)
+* Knowledge, Local (Int +0, Ranks 0)
+6 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3, Nature Sense +2)
+* Knowledge, Nobility (Int +0, Ranks 0)
+* Knowledge, Planes (Int +0, Ranks 0)
+* Knowledge, Religion (Int +0, Ranks 0)
+* Linguistics (Int +0, Ranks 0)
+12 Perception (+4 Wis, Ranks 3, Class Skill +3, Race +2)
+0 Perform (+0 Cha, Ranks 0)
+* Profession (+4 Wis, Ranks 0, Class Skill +3)
+1 Ride (+1 Dex, Ranks 0, Class Skill +3)
+4 Sense Motive (+4 Wis, Ranks 0)
+* Slight of Hand (+1 Dex, Ranks 0)
+4 Spellcraft (+0 Int, Ranks 1, Class Skill +3)
+1 Stealth (+1 Dex, Ranks 0)
+14 Survival (+4 Wis, Ranks 2, Class Skill +3, Skill Focus +3, Nature Sense +2)
+2 Swim (+2 Str, Ranks 0, Class Skill +3)
+* Use Magic Device (Cha +0, Ranks 0)

Each level skill points gained = 4+FC (+4 Druid, +0 Int +1 FC

Traits:
None per campaign guidelines.

Feats:

Spell Focus(conjuration) (Level 1)
Augment Summoning (Level 1 Campaign Bonus)
Skill Focus(Survival) (Half Elf Bonus)
Starlight Summons (Level 3)

Racial:

Standard Racial Traits

Ability Score Racial Traits: +2 Wisdom
Type: Humanoid(human) and Humanoid(elf)
Size: Medium
Base Speed: 30 feet

Elven Immunities: Immune to magic sleep effects. +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Skill Focus(Survival)
Keen Senses:+2 racial Perception

Low-Light Vision:

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: 2 favored classes

Leveling Info:

Favored Class: Druid, Monk
Lvl 1 (Druid/1) (HP +1)
Lvl 2 (Druid/2) (HP +1)
Lvl 3 (Druid/3) (HP +1)
Lvl 4 ()
Lvl 5 ()

Exp:
2000 (Level 2)
+1490 (several early encounters)
+535 (Gnolls)
+265 (Black Ooze Monk)
+1200 (Avoiding TPK/Druid fight)
+400 (Convincing cultists to leave cabin)
+400 (Killing chief cultist)
= 6280/4000

Druid:

Spells per Day
0th level - 4
1st level - 3
2nd level - 2
3rd level - 0

Weapon and Armor Proficiency: 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.

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.

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.

Plant Bond (Ex)
At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms.

The first grants the treesinger one of the following domains: Plant; Growth; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger's effective cleric level is equal to her druid level. A treesinger who 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 a plant companion. A treesinger may begin play with any of the plants listed below. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability.

Plant bond replaces the druid's nature bond ability.

Plant Companions
Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature's full base attack bonus unless otherwise noted. Plant attacks add the plant's Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.

As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions, noted on Table: Animal Companion Base Statistics. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion's Strength and Constitution by 2.

Sapling Treant
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6);
Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;
Special Qualities double damage against objects, low-light vision.

4th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d8);
Ability Scores Str +8, Dex –2, Con +4.

Nature Sense (Ex)
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.

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

Wild Shape (Su)
At 4th level, a treesinger gains the ability to wild shape. This ability functions at her actual druid level. A treesinger cannot use wild shape to adopt an animal or elemental form. Instead, when she gains this ability at 4th level, she can assume the form of a Small or Medium plant. This functions as plant shape I, except the treesinger does not yet gain access to the constrict or poison abilities of the plant form assumed.

At 8th level, the treesinger's wild shape gains the full range of abilities available from plant shape I. At 10th level, a treesinger can assume the form of a Large or Tiny plant. Her wild shape ability now functions like plant shape II.

At 12th level, a treesinger can assume the form of a Huge plant. Her wild shape ability now functions like plant shape III.
This ability replaces, and otherwise functions like, the normal druid wild shape ability.

Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)
At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex):
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

May - Plant Companion(Sapling Treant):

Type: Sapling Treant
Starting Statistics

Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6);
Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;
Special Qualities double damage against objects, low-light vision.

4th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d8);
Ability Scores Str +8, Dex –2, Con +4.

Plant Type Traits:
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.

----------
Current Status
Size Medium;
Speed 30 ft., climb 30 ft.;
Vision: Low-light Vision

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Plants breathe and eat, but do not sleep.

Crunch:
BAB +2

Current HP: 25

HP: 25 [+8+7+7, +3 Con]

AC 16 [+3 Armor, +3 Natural Armor]
Flatfooted AC: 16 [+3 Armor, +3 Natural Armor]
Touch AC: 10 [+0 Dex]

Attack Slams +5 [+2 BAB, +3 Str] (1d6+3)

CMB: +5 [+2 BAB, +3 Str]
CMD: 15 [+2 BAB, +3 Str, +0 Dex]

Ability Scores
Str 16 (base 15, +1 level 3)
Dex 11 (base 10, +1 level 3)
Con 12
Int 2
Wis 12
Cha 7

Special Qualities:
double damage against objects
low-light vision

Skills:

+4 Acrobatics (+0 Dex, Ranks 1, Class Skill +3)
+15 Climb (+3 Str, Ranks 1, Class Skill +3, Climb Speed +8)
+0 Escape Artist (+0 Dex, Ranks 0, Class Skill +3)
+* Fly (+0 Dex, Ranks 0, Class Skill +3)
-2 Intimidate (-2 Cha, Ranks 0, Class Skill +3)
+* Linguistics (+0 Int, Ranks 0)
+5 Perception (+1 Wis, Ranks 1, Class Skill +3)
+0 Stealth (+0 Dex, Ranks 0, Class Skill +3)
+1 Survival (+1 Wis, Ranks 0, Class Skill +3)
+7 Swim (+3 Str, Ranks 1, Class Skill +3)

Feats:
Power Attack
Armor Proficiency (light)

Equipment
Wooden Armor

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 0 lbs.
(20) Hide Shirt, 18 lbs.
(0) Club, 3lbs
Sling, 0 lbs.
(15) Scimitar, 4 lbs.
80 Bullets - 8 lbs. (1lb/10)

Scroll of CLW (CL1)

33 lbs

In Backpack

Backpack, 2 lbs
Oil, Flask x4, 1 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
Waterskin x3, 12 lbs
Sack
Torch x5
Tindertwig

11 lbs + 12 lbs for waterskins

Belt Pouch

Chalk, 3 pieces
0 p.p.
73 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 33 + 11(Backpack) + 12(waterskins) lbs = 56 lbs.

Light Load: x < 58 lbs.
Medium Load: 59 < x < 116 lbs.
Heavy Load: 117 < x < 175 lbs

Appearance:

Background: