Lyra Heatherly

Merilessa's page

No posts. Organized Play character for Kere.


Full Name

Merilessa Ondino

Race

Half-Elf

Classes/Levels

Druid/4

Gender

Female

Size

Medium

Age

24

Alignment

NG

Location

home city is Drowning Rock, The Shackles, but she left there to come to the mainland

Languages

Common, Elven, Druidic, Aquan, Auran, Ignan, Terran

Occupation

Sailor

Strength 12
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 21
Charisma 8

About Merilessa

Appearance

Hair: Long curly strawberry blonde
Eyes: jade green
Skin: peaches and cream
Height: 5’8”
Weight: 140
Distinguishing Marks:. Facial scarring

Classes/Levels

Gender: Female
Race: Half-Elf
Class: Druid focused on summoning
Level: 4
HP: 32/32
AC: 14
Touch:11
Flatfooted:13
Saves: F: +5, R: +5, W: +10
CMD: 17
Init: +5
Perception +12

Data:

PFS# 2367042-2
Female half-elf druid
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +12

--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+1 armor, +3 Dex)
hp 32 (4 HD; 1d8)
Fort +5, Ref +5, Will +10; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mw Scythe (p or s) damage 2d4 +1, crit x4, special - Trip
Cold Iron Dagger (p or s), damage 1d4+1, crit 19-20x2, range 10 ft (thrown)
Spear (p) - damage 1d8, crit x3, range 20 ft (thrown)

--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 21, Cha 8 (25 pt buy)
Base Atk +3; CMB +4; CMD 17
Feats: Skill Focus (Use Magic Device), Spell Focus (Conjuration), Augment Summoning
Traits - Reactionary (+2 to init), Dangerously Curious (+2 bonus to UMD, UMD = Class Skill)
Skills[/b] - Acrobatics +3, Climb +3, Fly +6, Handle Animal +5, Heal +9, Perception +12, Knowledge (Geography) +7, Knowledge (Nature) +9, Perception +12, Profession (sailor) +10, Ride +1, Sense Motive +6, Spellcraft +6, Survival +12, Swim +2, Use Magic Device +8; Racial Modifiers +2 Perception
Languages: Common, Druidic, Elven, Aquan, Auran, Ignan, Terran
SQ elf blood
Magic Gear: Headband of Inspired Wisdom +2, Cloak of Resistance +1, potions of Cure Light Wounds x2
Mundane Gear: MW backpack, MW Studded Leather Armor, Cold Iron dagger, masterwork scythe, spear, spell component pouch, bedroll, blanket, alchemist's fire x2, tanglefoot bag x2, climber's kit, healer's kit, cooking kit, mess kit, trail rations x4, bag of caltrops, waterskin, compass, air bladder, steel mirror, medium tent
Coin: 33 gp, 1 sp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
[i]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 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.
Woodland Stride (Ex) - Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex) - Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
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) - 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.
Spell Focus (Conjuration) - Add +1 to the Difficulty Class for all saving throws against spells from the school of Conjuration.
Augment Summoning - Each creature you conjure with any summoning spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.