About Peryn
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PERYN
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Male Garuda-Blooded Aasimar Druid 1
NG Medium Outsider (Native)/Humanoid (Human)
Favored Class Druid; Deity The Green Faith
Init +3; Senses Darkvision 60 ft., Perception +8
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DEFENSE
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AC 17 (+4 Armor, +3 Dex), Touch 13, Flat-Footed 14
HP 9 (1d8+1)
Fort +2; Ref +3; Will +6
Resist Acid 5, Cold 5, Electricity 5
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OFFENSE
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Speed 20 ft.
Melee Scimitar +0 (1d6, 18-20/x2)
Ranged Sling +3 (1d4, 20/x2)
Ranged Fire Bolt +3 (1d6, 20/x2)
Space 5 ft.; Reach 5 ft.
SA Domain Spell-Like Abilities (Sp), Spells (Sp)
Spell-Like Abilities (CL 1st, Concentration +5)
1/Day - See Invisibility
Domain Spell-Like Abilities (CL 1st, Concentration +5)
7/Day - Fire Bolt (1d6)
Druid Spells Prepared (CL 1st, Concentration +5)
1st - Burning Hands* (DC 16), Cure Light Wounds, Entangle (DC 15)
0 (At Will) - Detect Magic, Guidance, Light
* Domain Spell; Domain Fire
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STATISTICS
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Str 10; Dex 16; Con 10; Int 14; Wis 18; Cha 14
Base Attk +0; CMB +0; CMD 13
Traits Ease of Faith, Outcast's Intuition
Feats Spell Focus (Evocation)
Skills Acrobatics +5 (+2), Diplomacy +7, Fly +5 (+2), Knowledge (Nature) +8, Perception +8, Sense Motive +9, Spellcraft +6, Survival +10; ACP -3
Ease of Faith +1 Trait Bonus to Diplomacy Checks
Nature Sense +2 Bonus to Knowledge (Nature) and Survival Checks
Outcast's Intuition +1 Trait Bonus to Sense Motive Checks
Skilled +2 Racial Bonus to Acrobatics and Fly Checks
Languages Druidic, Hallit, Sylvan, Taldane
SQ Nature Bond (Ex), Nature Sense (Ex), Orisons (Sp), Scion of Humanity (Ex), Spontaneous Casting (Sp), Wild Empathy (Ex)
Combat Gear Hide Armor, Scimitar, Sling w/ Sling Bullets (10)
Other Gear Druid's Kit (Backpack, Belt Pouch, Blanket, Flint & Steel, Holly, Mistletoe, Iron Pot, Mess Kit, Soap, Spell Component Pouch, Torches [10], Trail Rations [5 Days], Waterskin)
Encumbrance Medium Load (66 lbs.)
Money 25 gp, 9 sp
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SPECIAL ABILITIES
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Darkvision (Ex) A Garuda-Blooded Aasimar can see in the dark up to 60 feet.
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Nature Bond (Ex) At 1st level, a Druid forms a bond with nature. One of the forms this bond can take 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 his Druid level. A Druid that selects this option also receives additional domain spell slots, just like a cleric. He must prepare the spell from his domain in this slot and this spell cannot be used to cast a spell spontaneously.
Nature Sense (Ex) A Druid gains a +2 bonus on Knowledge (Nature) and Survival checks.
Orisons (Sp) A Druid 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.
Outcast's Intuition You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Scion of Humanity (Ex) Some Aasimars' heavenly ancestry is extremely distant. An Aasimar with this racial trait counts as an Outsider (Native) and a Humanoid (Human) for any effect related to race, including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Skilled A Garuda-Blooded Aasimar has a +2 racial bonus on Acrobatics and Fly checks.
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell-Like Ability (Sp) A Garuda-Blooded Aasimar can use see invisibility once per day as a spell-like ability (caster level equal to the Aasimar's character level).
Spontaneous Casting (Sp) A Druid can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
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 his Druid level and his 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 he takes a –4 penalty on the check.