Animal-Minded (Coldborn): +2 Climb and +2 on Wild Empathy checks
Armour Proficiency: No armour or shield proficiency
Change Shape (Su): Activate: standard. Deactivate: swift. Uses: (3 + ½ Char Lvl) per day. Effect: each use choose from available bestial features and choose ability from available list. Special: to change bestial feature, must change to normal form first
- Coldborn abilities: +2 Wis, -4 Cha and Cha check when interacting with humanoid lacking shapechanger subtype
- Coldborn feature: bite: Bite attack that deals base damage of 1d6 points
- Coldborn feature: claws: 2 claws attacks that each deals base damage of 1d4 points
- Coldborn feature: climb: Gain climb ability with speed of 20'
- Coldborn feature: scent: Gain scent ability with range of 30'
Languages: Use parents race language list. Start: Common and Elven; Additional: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
Low-light vision: see 2x as far as humans do in dim conditions
Size: Medium: no special bonuses or penalties
Speed: walk 30'
Spell-like Ability: Spell: Calm Animals. Uses: 1 / day
1: Armour Profeciency: Light and medium armour, and no shield proficiency excluding towershields. Armour and shield may not be made of metal.
1: Bonus Language: Add Sylvan as additional choice language. Add Druidic as known free language, only known by druids. Druid are forbidden to teach language to nondruids
1: Chaotic, Evil Good and Lawful Spells: Effect: can't cast spells that opposed druid's own alignment or deities alignment.
1: Nature Sense (Ex): Effect: +2 bonus on Knowledge (nature) and Survial checks
1: Nature's Bond (Ex): Normally a choice of two options. Effect 1: Gaining domain powers and bonus spells. Valid cleric domain are: Air, Animal, Earth, Fire, Plant, Water or Weather. Also choose from Animal and Terrain Domains, and also sub-domains of any of the valid domains. Domain spell slot can't be used to cast spontaneous spells. Effect 2: Gain animal companion, which is enhanced version of the normal animal version
1: Orisions (Sp): Effect: they have unlimited use for each prepared 0-level spells
1: Spells: Condition: To cast spells, wisdom score equal 10 + spell level. Effect: cast divine spells from the druids spell list. May not cast spells of opposite alignments. Must choose and prepare spells in advance. DC of spell is 10 + spell level + Wis mod. Daily spell allotment is given on table, and receives bonus spells for high Wisdom score (see table). Preparation requires 1 hour trance-like meditation, and prepare any spell on the druid list for that spell level.
1: Spontaneous Domain Casting:Replaces Spontaneous Casting. Effect: Loose a prepared spell to cast domain spells of same or lower level.
1: Weapon Proficiency: Proficient only with club, dagger, dart, quartstaff, scimitar, scythe, sickle, shortspear, sling and spear. Profiecent also with all natural attacks while using wildshape.
1: Wild Empathy (Ex): Condition: affects animals, druid and animal must be able to study each other and be within 30' of each other under normal conditions. Duration: generally 1 min, depending on current situation. Effect: Functions like Diplomacy check made to improve attitude of a person. Roll 1d20 + druid level + Cha mod to determine wild empathy check result. Domestic animal starts off with indifferent. Wild animals starts off usually unfriendly. Magical beast with Int score of 1 or 2, have -4 penalty on check result.
Feats
1: Spell Penetration: Effect: +2 bonus on caster level checks (1d20 + caster level) to overcome target's spell resistance
1 Gesalted: Extra Feature: Effect: When changing to bestal form, may choose one additional feature and gains it's benefit while in bestal form. Special: take multiple time to gain additional features
Traits
Trait: Durable Change: Effect: when using taking on bestal form gain choose to gain the benefits of Endurance feat instead of a bestal feature
Trait: Sacred Touch: Activate: standard. Effect: automatically stabilize a dying creature by touching it
Special
Change Shape (Su): GM house-rule: permanent bestial form, with no need to change to normal form first to change aspect feature.
Domain Spells Cloud (Air) (still possible to change to Air until 4th domain spell)
Power
Lightning Arc (Sp): Activate: standard. Condition: range attack. Uses: (3 + Wis mod) per day. Effect: unleash lightning arc up to 30' targetting any foe. Electricity does 1d6 + 1/2 druid level.
Total weight carried: 60.05 lbs
Current load: Light
Storage (camp, room, wagon, etc)
None
Special items
None
Notes
None
Group equipment
None
Description:
Height: 6'0"
Weight: 126 lbs
Gender: Female
Eyes: Bright blue
Ears: Sharply pointed upwards and backwards
Nose: Normal
Hair: Untidy onyx black hair with natural white streaks here and there
Skin: Fair skin, very soft thin black fur coating, that appears on the back of her hands, top of feet, her back and neck, and her cheeks (though no beard or moustache)
Dominant Hand: Right
Age: 146
Special: Depends on the bestal aspect taken during bestal form the following occurs:
bite: jaw grows to form a typical bear jaw with long canines
claws: hands before thicker and furier, with long black claw nails
Appearance
She is rather broadly built, far more than the typical male elf, and also rather muscled when she is not wearing clothing item that covers her legs, arms, stomach and neck. She is fair skinned resulting from family living near the cold north for generations. She also has very soft thin black fur coating, that appears on the back of her hands, top of feet, her back and neck, and her cheeks (though no beard or moustache). A clear sign she is not pure bred elf, and her strange bear heritage has resulted in her being rather unattractive. She has stunning bright blue eyes, and untidy onyx black hair with natural white streaks here and there. Under her large hooded cape she wears leather armour over simple shirt and pants. She also wears simple thin leather gloves. Around her neck she wears a simple blue painted wooden amulet of a bear. Often when standing while relaxing she leans onto her scythe that she also uses as a walking aid in rough terrain.
Personality
She is loyal to and protective of her family (and Blue Bear Tribe), friends, and hamlet of the Tree Ghost Tribe. Pride of her bear-like features that is part of her life, even not knowing the true heritage source.
Background:
Ihar'ryathlas remained almost her entire life at the family home in the elven Uthgardt hamlet in The Cold Wood, except for the period of being trained to be a druid in the woods. Even though the hamlet is part of the Tree Ghost Tribe, her family was accepted by the tribe to be part of the Tree Ghost Tribe after the destruction of the Blue Bear Tribe a number of years prior to her birth.
Her family still remain loyal to the Blue Bear totem, especially after discovering Ihar'ryathlas was rather different to the rest of the family. Revealing a few bear like features, such as claws, mussel and patches of thick fur, one day when bashed down the door of storage room after she lost her temper completely when other children played a prank on her by locking her inside the storage room. With the other children screaming after seeing Ihar'ryathlas beastly appearance once the door fell down, many of the nearby adults came out to investigate the unusual noise. Amongst the adult was her father, who quickly ran to her aid, and to calm his daughter so she would revert back to normal.
At first the hamlet wanted to toss out Ihar'ryathlas and her family, but after spending many hours of persuading the elders for their family to remain. Also expressed delight that their daughter showed bear like features, seeing the unusual transformation as a blessing from Uthgar and that Uthgar still reveres the Blue Bears totem and it's followers. The next few days the elders argued on what to do with her and her strange bear like abilities, many wanted to her to be a mighty warrior, others wanted her to be a shaman, even though her parents preferred Ihar'ryathlas to be a priest to help rebuild the Blue Bear totem. A week had gone by when the revered elder of the hamlet returned after receiving news Ihar'ryathlas' strange ability. He proposed to take Ihar'ryathlas under his guidance to be trained as a druid when she has came to age to learn the ways of the druid. After a few more minutes of discussions, the elders agreed that Ihar'ryathlas shall become a druid, and her parents must do their best to teach her on controlling her temper, and to change into bear like form in a controlled manner.
The next couple of years she would spend plenty of her time with her parents while they hunted in the forest to learn to control her transformation to bear-like form and back in a controlled manner, and to learn various creatures and plants of the forest in preparation to become a druid. Since the incident of discovering her strange heritage, she became more reclusive in nature preferring to be more on her own, yet was proud of her existence and extremely loyal to her family and hamlet she called home.
When Ihar'ryathlas came of age, she excitedly wait for the elder druid to return to the hamlet to fetch her. During the next few years she stayed with the druid, learning all that was needed to learn. Though they returned to the hamlet for important celebrations and ceremonies, giving her a chance to visit her family. He noted her tendency to remain on her own and enjoying transforming when she had free time to do her own activities. He contacted another druid to train her in the ways of greater spell focus and obtain abilities that complimented her transformation ability instead of training her himself to work with animals and having an animal companion as he did.
As she grew older, her transformation into bestial form became more prominent until one day while becoming a druid the bestial form became her permanent natural form. Even though some believe her to be a werebear, yet her behaviour and transformation not being in line with the moon cycles, also suggested she may indeed not be a werebear. Perhaps she was bestowed this strange transformation by Uthgardt for some unknown divine plan, yet no one knows for sure.
Adventure history:
Experience: 0 / 2000
0 xp: Starts in a cage carried by ogre near Briarwood village in the Silver Marshes.
Rescued by current party members, and located old witch house that is a magical tree.
Discovered observation tree used by goblins to observe village.