Full Name |
Summer Solstice |
Race |
Elf |
Gender |
Female |
Size |
Medium |
Age |
137 |
Special Abilities |
dreamspeaker, green empathy +2, nature sense, plant bond (Serious Woodie or Touch-Me-Not) |
Alignment |
NG |
Deity |
The Green Faith |
Languages |
Common, Druidic, Elven |
Occupation |
Herb-friendly druid |
Strength |
12 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
16 |
Charisma |
12 |
About Summer Solstice
Summer is a student, and ardent follower of the Elven 60s. No, there are no additional numbers--it was just the 60s. She is vegetarian (thought she still takes yogurt), practices elven stretching, and probably should practice acoustic guitar more if she ever wants to be any good at folk singing.
Summer Solstice
Elf druid (treesinger) 1 (Pathfinder RPG Advanced Race Guide 25)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
—————
Defense
—————
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 trait bonus vs. charm, compulsion, and emotion effects
—————
Offense
—————
Speed 30 ft. (x5 Run)
Melee club +1 (1d6+1) or
_____ unarmed strike +1 (1d3+1 nonlethal)
Ranged sling +2 (1d4+1)
Spell-Like Abilities (CL 1st; concentration +2)
__ 1/day—comprehend languages, detect magic, detect poison, read magic
Druid (Treesinger) Spells Prepared (CL 1st; concentration +4)
__ 1st—endure elements, monkey fishACG
__ 0 (at will)—create water, guidance, stabilize
—————
Statistics
—————
Str 12, Dex 14, Con 12, Int 11, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Run, Self-sufficient
Traits highlander (hills or mountains), principled
Skills Acrobatics +2 (+6 to jump with a running start), Bluff -1, Heal +9, Knowledge (nature) +6, Perception +7, Profession (herbalist) +7, Stealth +3 (+5 in hilly or rocky areas), Survival +11; Racial Modifiers highlander (hills or mountains)
Languages Common, Druidic, Elven
SQ dreamspeakerAPG, green empathy, nature sense, plant bond (sapling treant, Serious Woodie)
Combat Gear healer's kit; Other Gear leather armor, club, sling, sling bullets (10), bedroll, belt pouch, blanketAPG, calumetACG, chalk, holly and mistletoe, incenseOA, masterwork backpackAPG, soap, stringAPG, trail rations (4), waterskin, wind chimeOA, 13 gp, 5 sp, 7 cp
—————
Tracked Resources
—————
Club - 0/1
Comprehend Languages (1/day) (Sp) - 0/1
Detect Magic (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Healer's kit - 0/10
IncenseOA - 0/1
Read Magic (1/day) (Sp) - 0/1
Sling bullets - 0/10
Trail rations - 0/4
Wind chime - 0/1
—————
Special Abilities
—————
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Green Empathy +2 (Ex) Improve the attitude of an plant, as if using Diplomacy. Usable on animals at a -4 penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on plant companion, as touch spells.