Aelron Surfborne: Difference between revisions
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===Level 1:=== | ===Level 1:=== | ||
Cure Light Wounds<br> | ''Cure Light Wounds''<br> | ||
''Entangle''<br> | |||
Goodberry<br> | ''Goodberry''<br> | ||
Shillelagh<br> | ''Shillelagh''<br> | ||
===Level 2:=== | ===Level 2:=== |
Latest revision as of 13:18, 25 September 2006
Aelron Surfborne[edit]
Details[edit]
Class: | Race: | Alignment: | Deity: |
Druid | Elf | Neutral | Nature |
Level: | Size: | Age: | Gender: |
4 | M | Young | Male? |
Height: | Weight: | Eyes: | Hair: |
5'10" | 100lb | Sea Green | Gull Grey |
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Weapons[edit]
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Masterwork Composite Longbow | +7 | 1d8 | x3 | 110ft | M | Piercing | 40 arrows | |
Longsword | +3 | 1d8 | 19-20/x2 | M | Slashing | |||
Club | +3 | 1d6 | x2 | M |
Armor[edit]
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
Leather +1 | Light | +3 | -0 | 6 | ||||
Masterwork light shield | Shield | +1 | -0 |
Feats & Special Abilities[edit]
Feat / Ability | Description/Notes |
Combat Casting | 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. |
Track | 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. |
Elf | 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. |
Nature Sense | A druid gains a +2 bonus on Knowledge (nature) and Survival checks. |
Wild Empathy | 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. |
Woodland Stride | 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. |
Trackless Step | 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. |
Resist Nature's Lure | Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey. |
Animal Companion[edit]
Skills[edit]
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Concentration | CON | +7/11 | +0 | 7 | +4cc | |||
Handle Animal | CHA | +6 | -1 | 7 | ||||
Heal | WIS | +10 | +3 | 7 | ||||
Knowledge (Nature) | INT | +8 | +1 | 5 | +2 | |||
Listen | WIS | +5 | +3 | 0 | +2 | |||
Search | INT | +3 | +1 | 0 | +2 | |||
Spellcraft | INT | +5 | +1 | 4 | ||||
Spot | WIS | +5 | +3 | 0 | +2 | |||
Survival | WIS | +14 | +3 | 7 | +2/+2 | |||
Swim | STR | +5 | +0 | 5 |
Spell List[edit]
Italics denote used spells
Level 0:[edit]
Cure Minor Wounds
Detect Magic
Detect Poison
Know Direction
Read Magic
Level 1:[edit]
Cure Light Wounds
Entangle
Goodberry
Shillelagh
Level 2:[edit]
Barkskin
Cat's Grace
Gust of Wind
Gear[edit]
Gear | Location | Weight | Description/Special |
Ring of Protection +1 | Right hand | ||
Pearl of Power | Belt | 1st level | |
Whip feather token | |||
2 potions of Cure Light Wounds | Pack | ||
5 Goodberries | Belt |
Treasure/Money[edit]
Item | Location | Value | Weight | Description/Special |
Cash | Pack | 68gp |
Experience[edit]
6000xp | Next Level: 10000xp |
Description[edit]
Aelron is an elf, that much is clear; he (or she) is possibly male, but it's hard to tell with elves. He does not appear to be Norowin or Qualor Ereblis, his manner that of one used to living along the wild coasts. Long grey and white feathers are lodged in his hair. He wears leather armour and dull, salt-stained clothing; over his back are a bow, longsword and shield. He smells of salt and seaweed, of the sea breeze and gullshit. |
Personality[edit]
Philosophy: Life is harmony, balance. Law is the power of structure, of cause and consquence, Chaos is the force of liberation, of instinct. Good is the strength of compassion, evil the domination of greed. No pole is complete; each extreme has flaws. Extreme law leads to overcalcification, extreme chaos to meaninglessness, extreme good to complacence, extreme evil to isolation. Each carries within itself the seed of its own self-destruction. Life is competitive; life must thrive; life must survive; life nurtures. None of these statements are contradictory. |
Background[edit]
No Background Assigned. |