Nieran Codali

Kasem's page

11 posts. Alias of Colorfoot.


Full Name

Kasem Leafreaper

Race

Elf

Classes/Levels

Druid/1

Gender

(He/Him)

Size

Medium

Age

141

Alignment

NG

Deity

Nature

Location

Westcrown

Languages

Common, Elvish

Occupation

Animal Trainer

Strength 12
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Kasem

STR 12 (2 points)
DEX 16 (5 points, +2 Elf)
CON 12 (5 points, -2 Elf)
INT 10 (-2 points, +2 Elf)
WIS 16 (10 points)
CHA 14 (5 points)

(25/25 points spent)

AC: 15 | Flat Footed AC: 13 | CMD: 14

HP: 10 (8 (d8 HD) + 1 (CON) +1 (Favored Class))

Fort: +3 | Ref: +4 | Will: +8

BAB: +0 | CMB +1

Feats: Combat Casting

Traits: Shadow Child, Deft Dodger

Trained Skills Handle Animal (1 rank), Knowledge (Geography) (1 rank, background skill), Knowledge Nature (1 rank), Perception (1 rank), Profession (1 rank, background skill), Survival (1 rank)

Prepared Spells:

0: Flare, Guidance, Light
1: Cure Light Wounds, Entangle

Bear Animal Companion, Dusk:

Background: Kasem grew up in a small elvish enclave in Westcrown, though "enclave" is probably giving it too much credit; his home, dubbed the "Narrow Barrow", sits along a narrow street (practically an alley) in a poor, predominantly human neighborhood. A single elvish family moved down from the Barrowood and set up shop, and over time, another family followed. And then another. And then another, and another, until almost the entire street was full of elves.

Life in the Narrow Barrow was not easy, and Kasem took to ranging around outside the city where he could ply his skill with animals to make a little coin from farmers in surrounding villages. While making his rounds one day, he came across a bear cub with an injured leg. He adopted the cub, nursed him back to health, and named him "Dusk."

He has had trouble sleeping of late, so he and Dusk wander the streets at night as often as not. Maybe it's just the sleep deprivation talking, but, to Kasem, the situation in Westcrown is more tense than at any time he can remember, and something big (and likely bad) feels like it could happen any day now.

Elf Racial Traits:

+2 Dexterity, +2 Intelligence, --2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Druid Class Traits:

Alignment: Any neutral.

Hit Die: d8.

Starting Wealth: 2d6 x 10 gp (average 70 gp).

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points: 4 + INT per level

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the [druid spell list](https://aonprd.com/Spells.aspx?Class=Druid) presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

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 Druid Animal Companions. 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 (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 (see Using Skills). 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 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.