Special Attacks –
+2d6 damage on any charge attack
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 12
Feats
*Skill focus (Survival), *Improved trip, Attuned to the Wild (Forest) heal double normal rate when in a forest., Spell focus (Conjuration)
Traits Childhood Crush: Shalelu:
You’ve never had the guts to act on it but for as long as you can remember, you’ve had a crush on one of the NPCs. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.
Resilient
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.
Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Racial:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Adaptability: Half-Elves receive Skill focus as a bonus feat at 1st level.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
0-level:
Create Water, Dancing lights, Know Direction, Stabilize
1st level :3+1 bonus+1 Domain
Magic fang, Thorn Javelin, Produce Flame, Hunter's Howl (D), Blend
2nd level: 2+1 bonus +1 Domain
Barkskin, Bloodhound (D), Burst of Radiance, Spider climb
Domain Spells: 1st—hunter’s howl, 2nd—bloodhound, 3rd—aspect of the wolf, 4th—strong jaw, 5th—tireless pursuers, 6th—find the path, 7th—animal shapes (canines only), 8th—phantasmal revenge, 9th—freedom.
Combat Gear Hide shirt, Cold Iron sickle, Silver dagger, obsidian dagger
Gear Druid’s Kit : a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin.,
Magic items:
Feather token (tree), Rhino Hide armor, Pearl of power (1st level)
Gold on hand:3ooo gp, sp Gold Stored:
-------------------------------------
BONUS FEATS AND SPECIAL ABILITIES
-------------------------------------
Nature bond (Wolf domain)
Nature sense Orisons Wild Empathy: +5
Wild Empathy: Canines only +9
Improved Trip Trackless Step Totem Transformation (Su) Minutes per day: 4 Used: 1
At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:
• movement (+20 enhancement bonus to land speed)
• senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
• natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip).
While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level.
Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood
Wild Shape (Su) (Small/Medium animal)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
Description
Spoiler:
Lyraesel emanates untamed wildness in every aspect of her presence, her half-elven features carrying the primal natural intensity of a beautiful predator. Long, honey colored hair is perpetually windswept, as if she’d been running for hours, intense golden eyes study those around her with the fearless awareness of a natural born hunter. Accustomed to spending much time in the open, her tanned skin bears more than a few scars, her athletic frame displaying both the power and grace of a hunter, more often than not maintaining a slightly crouched posture, ready to spring at a moment’s notice.
Background
Spoiler:
Born to herbalist Hannah Velerin, a result of a dalliance with a wandering adventurer passing through Sandpoint, Lyraesel grew up seeing both sides of her home town. Stared at and whispered about by the stodgier of the townsfolk, her mother on the receiving end of knowing looks, yet well liked and befriended by other children and younger residents of Sandpoint.
Though life for her was not unpleasant, she nevertheless grew up feeling an outcast, her human side developing quicker than her mother would have expected, her elven side still developing slower than friends her own age. She found solace in collecting herbs for her mother, spending more and more time in the forests as she grew, learning every tree and plant, finding kinship with the animals she encountered that seemed oddly at ease in her presence. On one of her trips she encountered a man who seemed more a part of the forest than anyone she had ever met. Going simply by the name Riverwalker, the druid roamed the many forests of Varisa, wandering at will, going whenever the spirits of nature led. In her he saw a gift, a soul in harmony with the natural world, eager to learn and commune with all around her. Over the next few years, the trips to gather rare herbs and roots from the forest included lessons in natuaralism. He taught her the names of creatures and plants in the ancient tongue of the primeval world, taught her how to speak to the land, asking it’s gifts, weilding the power of nature itself.
Yet she still had frineds in the town, among them Ameko Kaijutsu and Shalelu Andosana.
The mysterious ranger intrigued her, the older girl’s wild and carefree spirit sparking something in her that made her looks forward to the times when she came into town after a long stretch off in the wilderness. More and more she found herself wishing she had the confidence to explore the wilds longterm herself, though her love for her mother kept her anchored to the town.
This would all change 4 years ago when a band of goblins attacked the town while she was on one of her collection runs. Her mother was an unfortunate victim of the savagery of the little monsters, Lyraesel returning a few days later to find that not only had she not been there to help her, but was unable to even witness her burial or say goodbye.
Something inside her broke. Her grief driving her away from her friends, the town and civilization in general. One night she took off into the wilds, leaving everything behind. For two years she ran in the wilds, living almost ferally, in fact associating with a wolf pack that came to see her as one of them. Abandoning herself to the pure experience of the wilderness, her decent into a feral existence may have been irreversible had it not been for another fateful encounter.
In the foothills of the Kodar mountains near Sanvos forest, Lyraesel would once again encounter Shalelu. Barely recognizing her at first, the ranger soon understood the reason for her friend’s state, having been involved in the aftermath of the goblin attacks and hearing the girl’s story from Ameko. Slowly, over the course of multiple visits over months, Shalelu was able to coax her back from the brink of madness, bringing her to a state where she could deal with the pain and loss, and not feel as if she had to hide herself away from civilization. Along with this came a new blossoming of her childhood crush, a mixture of heartfelt gratitude and something far deeper for the ranger that plucked her from the brink of madness, yet afraid of loss, she kept her feelings to herself.
Though she has returned to Sandpoint, and assists the herbalist who took over her mother’s store, bringing rare ingredients from deep in the wilderness, she also has a deep enjoyment of time outdoors, away from the cramped business of towns and cities. Often alone, but occasionally traveling with Shalelu or the odd adventurer or woodlands guide for a spell.