Jira Odan

Zeldana Bordana's page

222 posts. Organized Play character for Purple Dragon Knight.

Full Name

Zeldana Bordana


Female NG Human (Varisian)


Druid 7 (Nature Fang) - Init. +1, Senses Perception +13 (+16 vs. traps), AC 27/ touch 13/ ff 25; CMD 24; hp 52/52, F+7, R+3, W+8 (+2 Ref vs. traps), Speed 30 ft. [Goodberries: 11/11] | Buffs: longstrider, barkskin, bull's strength, antitoxin









About Zeldana Bordana

Female Human (Varisian) druid 7 Archetypes Nature Fang,
NG Medium humanoid (human)
Init +1, Senses Perception +13
AC 24, touch 13, flat-footed 22 (+8 armor, +1 deflection, +1 Dex, +1 dodge, +3 shield, )
hp 52 ((7d8)+14)
Fort +7, Ref +3, Will +8, +2 Reflex to avoid traps
Defensive Abilities trap sense +2,
Speed 30 ft.
Melee +1/keen scimitar +11 (1d6+5/15-20)
Melee +1/keen scimitar [power attack (one-handed)] +9 (1d6+9/15-20)
Melee +2 quickdraw shield (light/wooden) +5 (1d3+4)
Melee spear +9 (1d8+6/x3)
Ranged spear (thrown) +6 (1d8+4/x3)
Special Attacks Sneak Attack 2d6, Spontaneous Casting,

Prepared Spells
Druid (CL 7th; concentration +14)
4th-air walk
3rd-daylight, magic fang (greater)(DC 16), spike growth(DC 16)
2nd-barkskin(2), bull's strength(2)(DC 15)
1st-cure light wounds(DC 14), entangle(DC 14), feather step(DC 14), longstrider(2)(DC )
0th-create water, detect magic, know direction(DC ), light
Temporary Effects longstrider, combat casting, power attack (one-handed),
Str 18, Dex 13, Con 14, Int 12, Wis 17, Cha 7,
Base Atk +5; CMB +9; CMD 22
Feats Accomplished Sneak Attacker, Combat Casting, Dodge, Power Attack, Weapon Focus (Scimitar)
Skills Climb +11, Disable Device +14, Handle Animal +11, Heal +7, Knowledge (Geography) +5, Knowledge (Nature) +9, Perception +13, Perception (Trapfinding) +16, Ride +3, Spellcraft +5, Stealth +12, Stealth (In hilly or rocky areas) +13, Survival +13, Swim +7,
Traits Clever Wordplay (Handle Animal),
Languages Common, Druidic, Sylvan, Varisian
SQ animal companion, bonus feat, jaguar's grace, nature bond, orisons, skilled, slayer talent, sneak attack, studied target, trackless step, trapfinding, trapfinding - slayer, +1 skill bonus (stealth, stealth), ,
Combat Gear Wand of Cure Light Wounds (43 charges), antitoxin (2), antiplague (vial) (2), armor ointment (4),
Other Gear headband of inspired wisdom +2, ring of protection +1, +1/keen scimitar, dragonhide/+2 agile breastplate (comfort), +2 quickdraw shield (light/wooden), backpack, masterwork, druid's kit, thieves' tools (masterwork), spear (3), 1613.5 gp
Animal Companion (Ex)

Bonus Feat Humans select one extra feat at 1st level.

Clever Wordplay (Handle Animal) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. 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 hilly or rocky areas.

Jaguar's Grace (Ex) A slayer with this talent does not take the normal minus 4 penalty when dealing nonlethal damage using a weapon that normally deals lethal damage. Attacks made this way can apply nonlethal sneak attack damage.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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, or 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. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Slayer Talent At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.

Sneak Attack (Ex) A nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability. If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +2 bonus on Bluff, Knowledge, and Sense Motive; a +2 bonus on Perception, and Survival checks attempted against that opponent; and a +2 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 2. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trapfinding - Slayer (Ex) The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense Rogue abilities, using his slayer level as his effective Rogue level.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

+2 Stealth (Militia Leader boon)

Winnie the Hoot:

Female Companion (Grizzly Bear) animal 6
TN Large animal
Init +1, Senses low-light vision; scent, Perception +5
AC 24, touch 10, flat-footed 23 (+5 armor, +1 Dex, +9 natural, -1 size )
hp 66 ((6d8)+30)
Fort +9, Ref +6, Will +3

Speed 50 ft.
Melee bite +9 (1d8+6)
Melee bite [magic fang (greater)] +10 (1d8+7)
Melee claw +9/+9 (1d6+6)
Melee claw [magic fang (greater)] +10/+10 (1d6+7)
Space 10 ft. by 10 ft. Reach 10 ft.
Special Attacks Grab,

Temporary Effects magic fang (greater), longstrider,
Str 23, Dex 13, Con 18, Int 2, Wis 13, Cha 10,
Base Atk +4; CMB +11 (+15 grapple); CMD 22
Feats Combat Reflexes, Improved Natural Armor, Toughness
Skills Acrobatics +5, Acrobatics (When Jumping) +13, Climb +10, Perception +5, Stealth +2, Swim +10,
SQ ability score increase, ac bonus, bonus tricks 3, devotion, evasion, link, low-light vision, scent, share spells, stat bonus, +1 cha score bonus (4x), , , ,
Animal Tricks Attack, Defend, Flank, Maneuver (Grapple), Receive Spell: Air Walk, Sneak, Subdue, Track
Combat Gear
Other Gear bite, bite, claw, claw, mithral/+1 chain shirt barding, saddle, exotic military (large), 0.0 gp
Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.

AC Bonus 4

Animal Companion

Bonus Tricks 3

Combat Reflexes You may make 1 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.


Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.

Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Stat Bonus 2

Toughness You gain +6 hit points. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

+1 CHA Score Bonus (4x) GM awarded PC with +1 CHA bonus.




The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Flank You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It performs flank only against targets it would normally attack.
Maneuver (Grapple) The animal is trained to use the grapple combat maneuver on command. It performs maneuvers only against targets it would normally attack.
Receive Spell: Air Walk The animal is trained to receive and use this spell.
Sneak The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Subdue The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as nonlethal attacks (taking the typical -4 penalty on attack rolls when using normally lethal attacks) until ordered to do otherwise.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

-Owlbear Companion: uses stats of bear or grizzly bear, -4 penalty to handle animal, devotion ability increased to +5, creature starting Cha is 10 instead of 6, looks like an owlbear instead of normal bear, considered an animal for all purposes.

Zeldana roams the northern border of Andoran, helping the Eagle Knights with scouting and fighting brigands. On good terms with the druidic circles of the Verduran Forest, she is familiar with the Treaty of the Wildwood and has traveled those woods throughout, crossing the borders of Andoran, Taldor and Galt on numerous occasions. She wears her Varisian cultural roots proudly, but she does not let fashion win over functionality, as proven by her fur-lined armor, shield and an assortment of throwing spears carried on her back. A beautiful scimitar scabbard adorned with braided Varisian silk scarves protect a well-worn blade. She often brings an adopted trained pet in her travels, and her trainer's skills have been prized by many logging camps, border outposts and merchant caravans. She is a proud member of the Liberty's Edge organization. If put to the test, she will choose them over the Grand Lodge without hesitation.