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About Trai’eltharianTracking:
0: Guidance, Know Direction, Mending
1 (2/2): Call Animal, Entangle Rage: 3/6 Male Elf Pack Lord Druid/Invulnerable Rager Barbarian Gestalt 1
Feats
Skills (7 = 4 [Base] + 1 [Int] + 2 [Background*])
Languages Common, Elven, Druidic, Sylvan SPELLS:
Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Weapon Familiarity: Longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait (Call Animal)—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks. Woodsman (Forest): You were born and raised in rugged woodlands, and you've become something of an expert at evading the predators, monsters, and worse that haunt the forests. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in forests and wooded areas.. Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
Pack Bond (Ex):
A pack lord druid may not select a domain and must choose an animal companion. The druid gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.
Each time a pack lord's druid level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack lord's service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the pack lord cannot use it to cast a one-target spell and have it affect all of her animal companions. This ability replaces nature bond. 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 (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 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. Barbarian:
Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution , such as those gained from rage and spells like bear's endurance , do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution , as well as a +2 morale bonus on Will saves . In addition, she takes a –2 penalty to Armor Class . The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points . While in rage, a barbarian cannot use any Charisma -, Dexterity -, or Intelligence -based skills (except Acrobatics , Fly , Intimidate , and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious , her rage immediately ends, placing her in peril of death. Gear:
Wealth: None Stored
Animal Companion: Wolf:
Size Medium Speed 50 ft. HP: (2d8+2 Con/HD) AC +2 natural armor Fort: +5 Ref: +5 Will: +1 Attack bite +2 (1d6+1 plus trip), PA Bite +1 (1d6+4 plus trip) Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Special Qualities low-light vision, scent Skills: Perception +5, Survival +2 Feats: Power Attack Tricks: Attack (All Creatures), Come, Defend, Heel, Guard, Track 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4. Description: Reference Image Personality: Since finding the carnage that was once his home, Trai has become focused and vengeful, to the point that he considers most everyone else a possible threat. He can seem cold and ruthless, but behind that exterior layer of his personality is a thoughtful and caring soul. Background: Trai’eltharian was born in Kyonin, amongst the druids and rangers of his ancestral homelands. As his connection to nature grew, the elders in the community felt he could best be put to use in the cause of Elven interests serving as a Druid in an area that has long been problematic to the elves...the River Kingdoms. He was dispatched to a remote Druid Circle deep within the Narlmarches, one tasked with preserving nature there and, if possible, develop a new Elven community that lives in harmony with the land, not exploiting it. Once he arrived, the archdruid noted his skill with combat and his natural strength and resilience - an unusual combination for one of their kind. The young man was put through decades of combat training blended with the Druidic arts. As his training neared completion, the archdruid sent him on a spirit journey to give the elf a chance to truly become one with the wilderness. Trai’eltharian spent two years deep in the Narlmarches, and another three years in the Slough, never making contact with another civilized person. Once his bond with nature was solidified, he felt he could return with confidence to the Enclave. Upon arriving...the place was in ruins. No bodies remained, and some darker fey creatures had taken up residence in the structures. In the short time Trai was able to look about, he was able to only find one clue...a silver pendant of a Stag. He was forced to enter the civilized world of man to find this murderer, and eventually learned this was a symbol of a bandit lord named the Stag Lord. That day, he vowed to have the man’s head to avenge his people. |