Speed: 30 ft.
Human Traits: +1 feat at 1st level, +4 skill points at 1st level, and 1 additional skill point at each later level, Favored Class: Any .
Visions: Grael occasionally has uncontrolled visions. Treat this as a random scrying spell, but the DM takes care of certain details.
Blind: Grael automatically fails Spot checks, and has penalties to many skills. He fails all sight-based search checks. He takes a -4 to some Strength and Dexterity based skill checks. He has blindsense up to 30 ft. However, should he be dealt sonic damage, he loses this blindsense for an 10 minutes per point of damage dealt. Beyond 10 ft., he takes a -2 penalty to Armor Class and loses his Dexterity bonus to AC (if any).
Animal Companion: Grael has a barn owl named
Cindertwig.
Nature Sense: Grael gains a +2 to Survival checks and Knowledge (nature).
Wild Empathy: 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. 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 able to study each other, which means that they 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.
Skills:
Concentration* +4
Craft (bow making)* +2
Diplomacy* -1
Handle Animal* +4 (+8 with animal companion)
Heal* +9
Knowledge (nature)* +7
Perception* +6
Profession (herbalist)* +8
Ride* +2
Spellcraft* +6
Survival*
Swim*
Appraise +2
Balance +2
Bluff -1
Climb -1
Disguise -1
Escape Artist +2
Forgery +2
Gather Information -1
Hide +2
Intimidate -1
Jump -1
Move Silently +2
Search +2**
Sense Motive +11
Use Rope +2
*This skill is a class skill for Grael
**Grael automatically any sight-based search checks
Spells: Bonus spells up to 4th. 0th Create Water, Cure Minor Wounds, Light, Guidance. 1st Entangle, Cure Light Wounds, Calm Animals.
Feats: Blind-Fight, Skill Focus (Sense Motive), Lone Wolf.
Hit Points: 11
Armor Class: 12; Flat-footed 10, Touch 12
Initiative: +2
Saves: Fortitude +2; Reflex +2; Will +7