Full Name |
Urah |
Race |
Ifrit |
Classes/Levels |
Druid 2 |
Gender |
Male |
Size |
Medium |
Age |
23 |
Alignment |
Neutral Good |
Languages |
Common, Ignan |
Strength |
13 |
Dexterity |
18 |
Constitution |
16 |
Intelligence |
11 |
Wisdom |
14 |
Charisma |
14 |
About Urah The Fiery
Urah hails from the harsh and unforgiving deserts of Qadira. It was within this fiery realm that Urah was born and raised by his grandfather to not only harness the innate abilities of his kind, but to embrace the wild teachings of the druids.
Unfortunately for Urah, he was destined to meet with destiny from an early age. After overhearing a heated conversation between the current head of the druidic circle and his grandfather, where his grandfather was being blackmailed, Urah tried to make things right by making false accusations against their druidic leader in hopes of seeing the man brought to justice. Having expected this, the druidic leader easily squashed Urah's case and called for repercussions to be paid with the water running through Urah's veins. It was at this point in time when Urah's grandfather stepped in to take his place.
With distaste in his mouth and vengeance in his heart, Urah left the druid circle to seek out his own life.
Male Ifrit Druid 2
NG Medium Outsider (Native)
Deity Sarenrae
Init +10 (+11 in the Desert); Senses Darkvision; Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 114 (+3 armor, +4 Dex, +1 shield)
hp 24 Current: 24/24
Fort +6, Ref +4, Will +5
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OFFENSE
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Spd 30 ft.
Melee
Sickle +3 (1d6+1, x2)
Ranged
Sling +5 (1d4+1, 1x2) 10'
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STATISTICS
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Str 13 (+1), Dex 18 (+4), Con 16 (+3), Int 11(0), Wis 14 (+2), Cha 14 (+2)
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits Reactionary , Snap Ignition
Skills
Knowledge (geography) 5 = 2 Ranks + 0 Int + 3 Class
Knowledge (nature) 4 = 1 Ranks + 0 Int + 3 Class
Perception 7 = 2 Ranks + 2 Wis + 3 Class
Stealth 5 = 1 Ranks + 4 Dex
Survival 7 = 2 Ranks + 2 Wis + 3 Class
Skill Modifiers Desert Native (Ex): At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.
Languages Common, Ignan
Combat Gear Masterwork Cold Iron Sickle, Sling, 20 Sling Bullets, 4 Alchemist's Fire Flasks, 4 Acid Flasks, Darkleaf Cloth Lamellar (Leather), Darkwood Light Wooden Quickdraw Shield
Other Equipment Bandolier, Blanket, Hot Weather Outfit, Masterwork Backpack, 4 Rubies (Worth 100 gp each), 2 Trail Rations, Waterskin
Coin
PP: 6
GP: 6
SP: 7
CP: 10
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SPECIAL ABILITIES
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+2 Dexterity, +2 Charisma, -2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.
Native Outsider: Ifirst are outsiders with the native subtype.
Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level).
Wildfire Heart: Ifrits with this trait are swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Fire Affinity: Ifrist spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
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, 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.
Domain (Fire):
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st - burning hands
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) 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 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 on the check.
Desert Native (Ex): At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.
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SPELLS
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0 - 4 - DC 12
-Create Water
-Detect Poison
-Mending
-Purify Food and Drink
1st - 3/Day - DC 13 1 used
-Cure Light Wounds
-Produce Flame
-Prodcue Flame