|Hair:||Golden brown, between shoulderblades|
|Height:||6 feet 4 Inches|
|Played by Ravensfaire|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 +2 Dex +4 Hide +1 Shield = 17|
|Dex = +2|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|Decipher Script (Int)||+0||+0||+0||+0||+0|
|Disable Device (Int)||+0||+0||+0||+0||+0|
|Escape Artist (Dex)||+0||+0||+0||+0||+0|
|Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+2||+3||+0||+0||+5|
|X||Knowledge (Nature)(Religion) (Int)||+5||+0||+0||+0||+5|
|Move Silently (Dex)||+0||+0||+0||+0||+0|
|Open Lock (Dex)||+0||+0||+0||+0||+0|
|Sense Motive (Wis)||+0||+0||+0||+0||+0|
|Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|Speak Language (n/a)||+0||+0||+0||+0||+0|
|Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|Use Rope (Dex)||+0||+0||+0||+0||+0|
Where C is Cross Class and X is a Class Skill
Skill Point Total:
Level1- 16 Level2- 4 Level3- 4
Animal Companion: Male Wolf (Takoda)-Abilities: Link, Share Spells, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
Dominating Personality, Powerful build, Tireless, Low-Light vision
Common, Druidic, Runnertongue
|Large Animal (Companion)|
|Hit Dice:||4d8+16 (48 HP)|
|Speed:||50' (10 squares)|
|Armor Class:||18 (+2 Dex, +6 Natural); Touch 12; Flat-Footed 14|
|Attack:||Bite +8 melee (1d8+9)|
|Full Attack:||Bite +8 melee (1d8+9)|
|Space/Reach:||5 ft. (wide) x 10 ft. (long)/10 ft.|
|Special Qualities:||Evasion, Low-Light Vision, Scent, Link, Share Spells|
|Ability Scores:||Str 22, Dex 14, Con 19, Int 2, Wis 12, Cha 6|
|Saves:||Fort +8, Ref +6, Will +2|
|Skills:||Hide +2, Listen +3, Move Silently +3, Spot +5, Survival +1*|
|Feats:||Improved Trip, Track, Weapon Focus (Bite)|
- Link (Ex)
- A druid can handle her animal companion as a free action, or push it as a move action, even if she doesnt have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
- Share Spells (Ex)
- At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
- Low-Light Vision (Ex)
- Can see twice as far as a human in conditions of low light.
- Scent (Ex)
- Can detect opponents by sense of smell up to 30', upwind 60', downwind 15'; strong scents 2x range; overpowering scents 3x range. Can track by smell by making a wisdom check to find or follow a track (DC 10). Creatures tracking via the track feat by scent ignore effects of surface conditions and poor visibility.
- Wolves have a +4 racial bonus on Survival checks when tracking by scent
- Trip (Ex)
- A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
- 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.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Light Wooden Shield||+1||n/a||-1||n/a||n/a||n/a|
|Head||Feathers||Shyrindi wears three mottled feathers of varying hues braided into a lock of hair on the left side of her face.|
|Neck||Tribal choker||A simple ornamental necklace consisting of a thin leather string choker with five small teeth dangling from it the center one being black.|
|Torso||Hide chest plate||A scaled breast plate made out of hide|
|Arms||Leather Armbands||Simple decorative armbands of thin leather with a few small feathers dangling from them.|
|Hands||Hide gloves||Simple hide leather, fingerless gloves.|
|Waist||Leather Belt||a simple leather belt with 3 belt pouches dangling from her right hip|
|Feet||Hide Leg guards||From above her hooves to just above her knee leather hide extends unadorned and simplistic.|
|Pack||Backpack||A simple leather satchel is normally slung diagonally across her from her right shoulder to her left hip. The latch is made from a claw and simple feathers string from the sides of it.|
List of Items Here: Spear, Quarterstaff, Hide Armor, Light Wooden Shield, Backpack, Belt pouchx3, Darts x20, Scimitar, Waterskin, Soap, Potion of Cure Light Wounds x1,
Statistics of Items Here:
Spells per Day:
4 [level 0] 4 [Level 1] 2 [Level 2]
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dawn: Awakens those in the area.
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.
Preserve Organ: Protects detached organ from decay for 24 hours.
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.
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.
Extract Drug: Creates drug from inanimate object.
Eyes of the Avoral: Subject gets +8 on Spot checks.
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.
Silvered Claws: One creature's natural attacks are treated as silvered weapons.
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.
Spider Hand: Caster's hand becomes a small monstrous spider.
Summon Nature’s Ally I: Calls creature to fight.
Suspend Disease: Keeps disease from harming creature for 24 hours.
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.
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.
Bite Of The Wererat: You gain the Dexterity and bite of a wererat.
Blaze of Light: 60-ft. cone of light dazzles creatures.
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.
Circle of Nausea: Foes are denied all actions or take -2 penalty on attacks, saving throws and skill checks.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Estannas Stew: Conjures stew that heals 1d6+1 per serving. (one serving/two caster levels).
Fire Trap: 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.
Listening Lorecall: Gain +4 Insight to Listen Checks, Blindsense/Blindsight with high Listen ranks.
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.
Remove Addiction: Cures target of drug addictions.
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.
Trip Vine: Plants trip creatures entering area.
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.
From a young age Shyrindi was taught to be at one with the world around her. She comes from a small tribe of Druidic beastfolk, learning from the elders and her parents. When she became of age she was sent out into the world as a rite of passage, to decide whether she was content with living the tribe life or perhaps was beckoned by a higher calling. Upon her return as a full fledged druid she found her small village decimated by bandits and has since taken up life amongst the wilds.