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Aelron Surfborne
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==Feats & Special Abilities== <table width=680 cellpadding=1 cellspacing=1 border=0> <tr> <td width=160 bgcolor="#DDDDDD" valign=top><font class="entryheader">Feat / Ability</font></td> <td bgcolor="#DDDDDD" valign=top><font class="entryheader">Description/Notes</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Combat Casting</font></td> <td valign=top><font class="entryheader">You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Track</font></td> <td valign=top><font class="entryheader">To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Elf</font></td> <td valign=top><font class="entryheader">Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Nature Sense</font></td> <td valign=top><font class="entryheader">A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Wild Empathy</font></td> <td valign=top><font class="entryheader">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. 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 able to study each other, which means that they 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.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Woodland Stride</font></td> <td valign=top><font class="entryheader">Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Trackless Step</font></td> <td valign=top><font class="entryheader">Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</font></td> </tr> <tr> <td width=150 valign=top><font class="entryheader">Resist Nature's Lure</font></td> <td valign=top><font class="entryheader">Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.</font></td> </tr> </table> <br>
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