Class Level | AC 18 T 12 FF 16 | HP 11/11 | F +5(+7) R +3(+5) W +6(+8) | Init+2 | Perc+8(+10)
Gender
Female
Size
4'3"
Age
65
Alignment
Lawful Neutral
Deity
Undecided
Location
Riddleport
Languages
Common, Druidic, Dwarven
Strength
11
Dexterity
14
Constitution
14
Intelligence
10
Wisdom
18
Charisma
10
About Jenai Herop
Crunch:
Jenai Herop
Female Dwarf Druid 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -4 (1d4/x2) and
. . Club +0 (1d6/x2)
Ranged Sling +2 (1d4/x2)
Special Attacks hatred
Spell-Like Abilities Acid Dart (7/day)
Druid Spells Prepared (CL 1):
1 (2/day) Magic Stone, Cure Light Wounds, Obscuring Mist
0 (at will) Light, Create Water, Detect Magic
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Spell Focus (Conjuration)
Traits Into Enemy Territory (Reflex Save), Resilient, Tunnel Fighter
Skills Acrobatics -3 (-7 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -5, Escape Artist -3, Fly -3, Handle Animal +4, Heal +8, Knowledge (nature) +6, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Stealth -3, Survival +6, Swim -5
Languages Common, Druidic, Dwarven
SQ greed, hardy, nature bond abilities (earth), slow and steady, spontaneous casting, stability, stonecunning +2, wild empathy
Combat Gear Tanglefoot bag (2); Other Gear Hide armor, Heavy wooden shield, Club, Sling, Sling bullets (20), Backpack (14 @ 14.5 lbs), Belt pouch (2 @ 2.32 lbs), Blanket, Flint and steel, Holly and mistletoe, Soap, Spell component pouch, Torch (4), Trail rations (5), Waterskin, 15 GP, 1 CP
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Druid Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Background:
Stone. The birthplace of my people. Where I can collect myself and smell the comfort of the earth and it's inhabitants. The insects, the burrowing and vastly diverse family of denizens underneath the soil and rocks underneath our feet. The provide me grounding in the ever evolving world above my head. My family lived in Riddleport as artisans, making an average living as members of the trade organization. Father always said that the people of Riddleport have no real interest in true craftsmanship unlike back at home in Janderhoff. Still we had been beset with hard financial times at home and the promise of profits was all that my father needed to hear to pack up and move us to our new home above the earth. Working now at the Gas Forges, father had built a reputation of timely and quality service, which in turn built a solid clientele.
Growing up in this life wasn't in any way hard or challenging, but it was still the walls surrounding me and the fires grew overstimulating. My mind swam every night in the eternal blackness of the sky upon the roof above our settlement. Taking every chance I could to gaze upon its beauty and to peer out into the ocean. I was not meant for this place I was meant for something greater, something wild. These bureaucracies, laws, and social norms were suffocating. I had to find a way out. Every chance I had I made a conscious effort to separate myself from the city and travel into the wilds surrounding the forest. There I felt a connection and natural way of things, more than anything else I felt at home. For several years I spent my afternoons and nights within the forest swimming in the forest and lakes.
When my time had come to have a full time position at my fathers forge I whole heartily refused the position, explaining to my father the robust and elegant passion for nature that I had formed. He only scoffed and said ”You lass, need to come back to the real world. Gold is not forged with twigs and berries. But with forge fire. You will work at the forge and I shan't take another answer from you. ” I did not listen to anything he had to say regardless of the ramifications, At my first chance I ran and never looked back. I spent my days guiding hunters and travelers around the forest and mountains. Still going into town when necessary for supplies and necessitys during the winter months.
Recently some people living in the wilderness including myself have noticed a shadow in the sky, a stain on the beauty on the once pristine skyline that I knew so well. A fellow druid told me he had cast divining magic and has seen a connection to a person within Riddleport. Trying to avoid the town for most of my life I find myself again traveling into the town I once denounced, maybe (insert name) is in town. He always seemed to act more naturally around the townsfolk.
Appearance:
Standing 4'3" and with leathery tanned skin Jenai looks slightly wild in comparison to the rest of her kin. Her hair is tied back and has a slight red hue. With eye's of emerald she usually intently stares at anything that is subject to her attention usually misinterpreted as a threat or flattery. Usually wearing earth tones she doesn't make too much of an impact in a crowded location, usually keeping to herself.