Saya | |
Aliases: | None |
Age: | 15 |
Hair: | Black |
Eyes: | Green |
Height: | 4'6" |
Weight: | 50 |
Race: | Beastfolk Small Feline |
Class: | Druid 3 |
Alignment: | Chaotic Good |
Level: | 3 |
Experience: | 3,541 |
Hit Points: | 30/30 |
Gold: | 4,285 |
Current Status: | Active |
Played by Hopey |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Spells
- Background
- Quests
- Questionnaire
Ability | Score | Mod | Temp Mod |
Strength | 14 | +2 | +2 |
Dexterity | 16 | +3 | +3 |
Constitution | 14 | +2 | +2 |
Intelligence | 12 | +1 | +1 |
Wisdom | 18 | +4 | +4 |
Charisma | 12 | +1 | +1 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 3 Hide + 3 Dexterity + 2 Sheild +1 Racial = 19 |
Flat-Footed | 16 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +3 | +2 | +5 |
Reflex | +1 | +3 | +4 |
Will | +3 | +4 | +7 |
BAB | Mod | Total Range/Melee |
+2 | +3 Dex/+2 Str | +5/+4 |
Initiative |
---|
3 Dex = +3 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
X | Balance (Dex) | +0 | +7 | +0 | +0 | +7 |
X | Bluff (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Climb (Str) | +0 | +2 | +0 | +0 | +2 |
C | Concentration (Con) | +4 | +2 | +0 | +0 | +6 |
C | Craft (Int) | +0 | +1 | +0 | +0 | +1 |
X | Decipher Script (Int) | +0 | +1 | +0 | +0 | +1 |
C | Diplomacy (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Disable Device (Int) | +0 | +1 | +0 | +0 | +1 |
X | Disguise (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Escape Artist (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Forgery (Int) | +0 | +1 | +0 | +0 | +1 |
X | Gather Information (Cha) | +0 | +1 | +0 | +0 | +1 |
C | Handle Animal (Cha) | +2 | +2 | +0 | +0 | +4 |
C | Heal (Wis) | +4 | +4 | +0 | +0 | +8 |
X | Hide (Dex) | +0 | +3 | +0 | +0 | +7** |
X | Intimidate (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Jump (Str) | +0 | +2 | +0 | +0 | +2 |
C | Knowledge (Nature) (Int) | +4 | +3 | +0 | +0 | +9* |
C | Listen (Wis) | +2 | +6 | +0 | +0 | +8 |
X | Move Silently (Dex) | +1 | +3 | +0 | +0 | +4 |
X | Open Lock (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Perform (Cha) | +0 | +1 | +0 | +0 | +1 |
C | Profession (Wis) | +0 | +4 | +0 | +0 | +4 |
C | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Search (Int) | +0 | +1 | +0 | +0 | +1 |
X | Sense Motive (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Sleight of Hand (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +2 | +1 | +0 | +0 | +3 |
C | Spot (Wis) | +6 | +4 | +0 | +0 | +10 |
C | Survival (Wis) | +3 | +6 | +0 | +0 | +11* |
C | Swim (Str) | +0 | +2 | +0 | +0 | +2 |
X | Tumble (Dex) | +0 | +7 | +0 | +0 | +7 |
X | Use Magic Device (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Use Rope (Dex) | +0 | +3 | +0 | +0 | +3 |
Where C is Cross Class and X is a Class Skill
*Nature Sense +2
**+4 to Hide from Race
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
Languages: Carnivon, Common, Druidic, Literacy
Feats:
Spell Penetration: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature's spell resistance.
Feats of the Beastfolk: Feral Form [Racial] Claiming more fully their primal, bestial side, beastfolk who take this feat are able to tap into the raw energies coursing through the planet and through their veins, and turn this energy into the power to shift their form to match a more animalistic appearance.
Class Abilities:
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.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
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.
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 (Ex): 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 (Ex): 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.
Racial Abilities
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Low-light Vision.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Scimitar | +2 | 1d6 | 18/20 x2 | Slashing |
Sling | +3 | 1d4 | x2 | Bludgeoning |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Hide | +3 | +4 | -3 | 10% | 30ft | lb |
Heavy Wooden Shield | +2 | - | -2 | - | - | - |
Slot | Item | Description |
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 | Item name goes here | 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 | Magical, always 5lbs. |
List of Items Here:
Scimitar
Sling
Hide Armor
Heavy Wood Shield
Adventurer Pack
From Quests:
Resist Fire 10 potion
Statistics of Items Here:
Spells per Day: Can cast any spell from the Druid Spell List the following number of times per day.
Level 0: 5
Level 1: 3
Level 2: 2
Spell DCs:
10+4+Spell Level+2=???
Spells Known:
Cantrips: DC 16
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dawn Awakens those in Area of Effect
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Naturewatch As Deathwatch, but for animals and plants
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Level 1: DC 17
Animate Fire Creates a fire elemental from previously existing fire
Animate Water Creates a water elemental
Animate Wood Creates animated object from wood
Aspect of the Wolf Become a Wolf
Aura Against Flame Energy Resistance 10 vs Fire
Babau Slime Secrete a body-covering acid that damages attacking foes.
Beast Claws Your hands become slashing natural weapons.
Beastland Ferocity Subject fights without penalty while disabled or dying.
Beget Bogun You create a Tiny nature servant.
Branch to Branch You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
Breath of the Jungle Fog makes poison and diseases harder to resist.
Buoyant Lifting Underwater creatures rise to surface.
Calm Animals: Calms (2d4 + level) HD of animals.
Camouflage Grants +10 bonus on Hide checks.
Charm Animal: Makes one animal your friend.
Claws of the Bear Your hands become weapons that deal 1d8 damage.
Climb Walls Touched creature gains increased climbing ability.
Cloudburst Hampers vision and ranged attacks, puts out normal fires.
Cold Fire Fire becomes blue and white, emits cold.
Crabwalk Touched creature gains bonus while charging.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deep Breath Your lungs are filled with air.
Delay Disease: Ravages of disease staved off for a day.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Enrage Animal: Animal rages like barbarian, not fatigued.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Healthful Rest: Subjects heal at twice the normal rate.
Hide from Animals: Animals can’t perceive one subject/level.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Low-Light Vision: See twice as far as a human in poor illumination.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Raging Flame: Fires burn twice as hot, half as long.
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing: +20 ft. to subject’s burrow speed.
Remove Scent: Hides touched creature’s scent.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Slow Burn: Fires burn twice as long.
Snake’s Swiftness: Subject immediately makes one attack.
Snowshoes: Subject walks easily on ice and snow.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Thunderhead: Small lightning bolts deal 1d6 damage/round.
Traveler’s Mount: Creature moves faster but can’t attack.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vine Strike: You can sneak attack plant creatures for 1 round.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Wings of the Sea: +30 ft. to subject’s swim speed.
Winter Chill: Creature takes 1d6 cold damage and is fatigued.
Wood Wose: Nature spirit does simple tasks for you.
Level 2: DC 18
Align Fang Grants natural weapon an alignment quality
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Avoid Planar Effects Defeat negative aspects of planar travel
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Primal Hunter: Gain a +5 bonus to Climb, Jump and Swim checks.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Tiger’s Tooth: One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wings of Air: Subject’s flight maneuverability improves by one step.
winters-embrace: Creature takes 1d8 cold damage/round and might become exhausted.
Wood Shape: Rearranges wooden objects to suit you.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Character History:
Saya grew up in the north forest. Nothing much is known of her except what she's told and that's pretty much all she's told anyone.
Quest Name | Gold | Gold Added? |
A Golden Ring | 1,050 | Yes |
Bakery of Death | 625 | Yes |
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Saya is a small catfolk. She's black furred, looking more animal than human. Her eyes are a very bright green, almost glowing with the inner light of nature.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
She's not a big cat, she resembles a housecat more than anything.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Not really, no. She doesn't wear much clothing, but she has fur so nothing is obscene.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
She was born in the forest sometime during a bad snowfall. That's all she knows. It's been 18 summers since then.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Saya's parents were mom and dad. They were more animal then people and names weren't important. They're probably alive, but she hasn't seen them in many years.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Probably, but she doesn't know them. Her parents likely had several kids.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Not really. It was her and her parents.
5) How did you get along with your family?
She got along with them well.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
She was with pappy for a few years then he pushed her out into the world.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
N/A
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Some old druid that was in the forest when she left home. He never told her his name. She called him pappy.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Saya learned to read from her mentor. She passed it on to her children.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Being a mother and a mate.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
She had a few, but she's forgotten them over time.
2) How many of these people are still alive? How many are you still friends with?
She doesn't know.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
She didn't have one.
4) What do you look for in a friend?
She looks for someone who is true to themselves.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Yes. She's wholly in love with Grimm, her mate and father of her children.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
She doesn't really have any. Religion is for those who need or want it. The afterlife is what it is, everyone goes back to the earth when they die.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
She draws her magic from her connection with nature, they all fit in perfectly with who she is.
3) What gods, religions, or priesthoods will you have nothing to do with?
She doesn't follow any, really, but she would have nothing to do with those against nature.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
She believes in living a life true to oneself. Can't have a fun life if you're constantly fighting yourself.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
She likes to see something from start to finish. If she can't finish it, she finds someone who is able to.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Her family is what is most important to her.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
She doesn't, really.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
She loves it. It's in her blood, but it didn't get passed down to her children. They all took too much after their father.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
She's good at keeping a clean home and happy children, and being a good druid!
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
She became addicted to sex with her mate.
3) Do you have any enemies? How much trouble do those conflicts cause you?
None that she knows about.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
She loves nature and her family!
2) What do you hate? How do you typically react to these hated things?
She hates big rats.
3) What do you fear? What is your worst nightmare?
She fears demons.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Her first encounter was with really big rats. She hated them, she wanted to chase them!
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Her magic comes from nature. She knew what she was going to be from the moment she was born, basically.
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
She as Ren, her white wolf. He's been with her for as long as she can remember. He was her companion when she had no one else.
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
None.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Saya grew up in the north forest. Nothing much is known of her except what she's told and that's pretty much all she's told anyone.