Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Languages: Common, Elven, Druidic, Sylvan
Class Abilities:
Spoiler:
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
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.
Alternate Class Feature: Shapeshift (p40 PHB II) Replaces Wild Shape and 1st Level Animal Companion
Appraise +1 cc
Balance +2 cc
Bluff +1 cc
Climb +1 cc
Concentration +4=4 ranks+0
Diplomacy +3=+1+2(racial)
Disguise +1 cc
Escape Artist +2 cc
Forgery +1 cc
Gather Info +3=+1+2(racial) cc
Handle Animal +5=4 ranks+1
Heal +4=2 ranks +2
Hide +1 cc
Intimidate +1 cc
Jump +1 cc
Knowledge (nature) +5=4 ranks +1
Listen +3=+2+1(racial)
Move Silently +2 cc
Ride +2
Search +3=+2+1(racial) cc
Spot +3=+2+1(racial)
Survival +6=4 ranks +2
Swim +2=2 ranks
Use Rope +3 cc
Encumbrance from equipment and weapons (combat):16 1/2
Background: A foundling, Jessa was raised in a small village in the Duchy of Ulek (a prosperous, if somewhat chaotic, realm with a large elven and half-elven populace)where the inhabitants made a living from the nearby woods, trapping game, raising livestock, truffle-hunting etc. The local shrine to Ehlonna would often be the scene of weddings and other celebrations; the rustic worship awakened something gradually in the girl who never quite fit in. She found herself praying at the shrine more often, walking away from the village into the forest (often for several days). One day she left and never went back.
Personality: Sarcastic, abrasive, cutting, mocking; Jessa (Jess only with her permission) has been called all these and more. Learning early on to cope with name-calling, and rough and tumble childhood games from the other kids in her community, Jess fought fire with fire. Her wit and trademark smirk managed to derail the bullies more than once, until she earnt their grudging respect.
The more she likes someone, the more she will make fun of them; it's the only way she knows how to gain acceptance with people. With animals she tends to talk to them incessantly, often in a mothering or 'big sister' type way. She doesn't go in for any of that "one with the woods crap" as she would say. She's been chosen by Ehlonna for some reason, so she's gotta be pretty damn special, right?
Background Trait:
Spoiler:
Mark of the Beast
One of your ancestors was a lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.
Benefit:
All Animals have a strange reticence to attack you and suffer a -2 penalty on attack rolls made against you. You get +1 on your wild empathy checks.
Drawback:
You suffer a -4 penalty on saves made to resist Lycanthropy and take +1 point of damage from attacks made by silver weapons.
Quotes:
"D'you want a medal, or a chest to pin it on?"
"Yeah, right..."
"I'm not as stupid as you look, pal."
"Aye? You and what army, night soil?"