Lini

Ilenna's page

38 posts. Organized Play character for Keltor Dox.


Race

| HP: 12/12 | AC: 14 (Tch: 12; FF: 12) | CMB: +3; CMD: 15 | F: +3; R: +2; W: +5 | Init: +6 |

Classes/Levels

Speed 30 ft | Perc: +7 KnN: +6 SensM: +3 |Active Conditions: none

Gender

| NG Female Human Druid 1 |

About Ilenna

Character Sheet

Spells per day:
O level (3): Guidance, Detect Magic, Flare
1 Level (2): Magic Stone, Burning Disarm

Ilenna
Female Shoanti of the Shriikirri-Quah Tribe (Human) Druid 1.0
NG Medium Humanoid (Human) Age: 25
Height: 4'10" Weight: 90
Deity: Erastil

Init +6 (+2 Dex, +4 Improved Initiative); Senses:; Perception: +7

Defenses

AC: 14; Touch: 12; FF: 12; (+2 Dex, + 2 AC)
HP: 12 (1d8+1)
Fort: +3 Ref: +2 Will: +5

Offense

Speed: 30 ft
Space: 5 ft; Reach: 5 ft
Melee: Spear +3 (1d8+3/x3) range 20, Dagger +3 (1d4+3/19-20 x2) Range 10
Ranged: Dart +2 (1d4+3/x2) Range 20, Sling +2 (1d4+3/x2) range 50

Statistics

STR 16 DEX 14 CON 12 INT 10 WIS 16 CHA 8
BAB: +0; CMB: +3; CMD: 15
Feats: Improved Initiative, Toughness
Traits: Beast Bond, Reckless
Languages: Common, Druidic
Worn Gear:
Spear, Dagger, Dart (10), Sling (5), Leather Armor
Other Gear:
Backpack, Flint and Steel, Belt Pouch, Spell Component Pouch, soap, holly, mistletoe, mess kit, hemp rope (50 ft), waterskin (2), animal feed (5), trails rations (5), torches (10), Potion of cure light wounds (2), flask of whiskey
Light Load: 63/76
GP: 20
SP: 4

Skills:

*Acrobatics(): +3 (+1 Reckless)
Appraise(): +0
Bluff(): -1
*Climb(): +2
*Craft(): +0
Diplomacy(): -1
Disable Device(): +2
Disguise(): -1
Escape Artist(): +2
*Fly(): -+2
*Handle Animal(1): +4 (+1 Beast Bond, +4 added from Link when used on companion)
*Heal(): +3
Intimidate(): -1
Knowledge (Arcana)(): +0
Knowledge (Dungeoneering)(): +0
Knowledge (Engineering)(): +0
Knowledge (Geography)(): +0
Knowledge (History)(): +0
Knowledge (Local)(): +0
*Knowledge (Nature)(1): +6 (+2 Nature Sense)
Knowledge (Nobility)(): +0
Knowledge (Planes)(): +0
Knowledge (Religion)(): +0
Linguistics(): +0
*Perception(1): +7
Perform(): -1
*Profession(): +3
*Ride(): +3 (+1 Beast Bond)
Sense Motive(): +3
Sleight of Hand(): +2
*Spellcraft(): +0
*Stealth(1): +8 (+2 Practiced Hunter)
*Survival(): +7 (+2 Practiced Hunter, +2 Nature Sense)
*Swim(): +2
Use Magic Device(): -1

Traits and Feats:

Traits

Beast Bond
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

Reckless
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Feats

Improved Initiative
You get a +4 bonus on initiative checks.

Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Special Abilities:

Racials:

Practiced Hunter (Alt Racial)
Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.

Bonus Feat
Humans select one extra feat at 1st level.

Druid:

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.

Nature Bond (Animal Companion)
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
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

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.

Nora's Stats (Big Cat (Tiger)):

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.