|Played by Bogdan|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity =|
|Dex = +3|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+0||+0||+0||+0||+0|
|X||Disable Device (Int)||+0||+0||+0||+0||+0|
|X||Escape Artist (Dex)||+0||+0||+0||+0||+0|
|X||Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|X||Knowledge (Nature) (Int)||+4||+1||+0||+0||+5|
|X||Move Silently (Dex)||+0||+0||+0||+0||+0|
|X||Open Lock (Dex)||+0||+0||+0||+0||+0|
|X||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|X||Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|X||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|X||Use Rope (Dex)||+0||+0||+0||+0||+0|
Where C is Cross Class and X is a Class Skill
Skill Point Total: Total Here
1st Level: 24
Spell Focus (Conjuration)
Animal Companion, Nature Sense, Wild Empathy
- Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
- 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. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
- Medium: Avariel are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Avariel have a base speed of 30 feet.
- Low-Light Vision: Avariel can see twice as far as humans in conditions of dim light.
- Elven Immunities: Avariel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Sight (Ex): Avariel gain a +4 racial bonus on all Spot checks.
- Wing-Aided Movement: Avariel can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives an avariel a +10 racial bonus on Jump checks.
- Proficient with either rapier or longsword; proficient with lasso and bolas.
- Gliding (Ex): An avariel can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Avariel glide at a speed of 40 feet (average maneuverability). Even if an avariel’s maneuverability improves, she can’t hover while gliding. An avariel can’t glide while carrying a heavy load. If an avariel becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The avariel descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Flight (Ex): When an avariel reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). An avariel can’t fly while carrying a heavy load, wearing heavy armor, or while fatigued or exhausted. Avariel can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Avariel are likewise fatigued after spending a total of more than 10 minutes per day flying. Because avariel can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, avariel have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. An avariel with flight can make a dive attack. A dive attack works like a charge, but the avariel must move a minimum of 30 feet and descend at least 10 feet. An avariel can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. An avariel with flight can use the run action while flying, provided she flies in a straight line.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Heavy Wooden Shield||+2||+0||-2||-||30ft||10lb|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Studded Leather||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
Statistics of Items Here:
Spells per Day:
Level 0: 3
Level 1: 2
10+3+Spell Level=13 + Spell Level
Born to a couple of Avariel inhabiting close to the Council Tower in the Southern lands of Matrakal, Cerithos appeared to be gifted for an affinity with nature from a young age and thus it would not take long until the Druidic Council took the young winged elf in to be trained. Under the mentorship of various Elder druids he began mastering his spells, showing an affinity for plants above other wildlife, affecting his summoning abilities as well. A free spirit, the growing Avariel chose to be one with nature. An instinctive curiosity drove him away from Matrakal's frozen shores, headed North.
Eager to learn of the other civilizations, he now approaches Avalon, intrigued by the creations of the city-dwellers, hoping only to garner knowledge he may later take home or share with others.