Renril SpringMale Half-Elf druid 3
Archetypes Urban Druid,
NG Medium humanoid (elf, human)
Init +2,
Senses low-light vision; Perception +11
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 22 ((3d8)+5)
Fort +6,
Ref +5,
Will +7, +2 vs. enchantment spells and effects
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OFFENSE
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Speed 30 ft.
Ranged composite (+1) longbow +4 (1d8+1/x3), within 30 ft. +5 (1d8+2)
Melee scimitar +3 (1d6+1/18-20)
Melee dagger +3 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4+2/19-20), within 30 ft. +5 (1d4+2)
Special Attacks Spontaneous Casting,
Prepared SpellsDruid (CL 3nd; concentration +6)
2nd-lesser restoration, spider climb, *barkskin
1st-cure light wounds(DC 14), entangle (DC14), faerie fire, *shield(DC )
0th-
create water,
detect magic, light,
stabilize(DC 13)
*:Domain spell.
Deity Torag;
Domains Protection, Defense Subdomain,
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TACTICS
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STATISTICS
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Str 12,
Dex 15,
Con 13,
Int 10,
Wis 17,
Cha 7,
Base Atk +2;
CMB +3;
CMD 15
Feats Martial Weapon Proficiency (Longbow), Point-Blank Shot, Precise Shot
Skills Climb +5, Diplomacy +4, Knowledge (History) +6, Knowledge (Local) +7, Knowledge (Nature) +7, Perception +11, Spellcraft +5, Stealth +3, Survival +9
Traits Resilient, Unhappy Childhood (Tortured),
Languages Common, Druidic, Elven
SQ ancestral arms, deflection aura, protection, elf blood, elven immunities, keen senses, low-light vision, multitalented, nature bond, nature bond, nature sense, orisons, spontaneous casting, wild empathy +-1,
Combat Gear wand of cure light wounds (47/50)
Other Gear longbow, explorer's outfit, lamellar cuirass, 70 arrows, 5 arrows (cold iron), 20 +1 arrows, adamantine arrowhead, holly and mistletoe, backpack, common, arrow, blunt (10), chalk, rope (50 ft.), scimitar, dagger, 1472.1 gp
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SPECIAL ABILITIES
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Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Deflection Aura (Su) Once each day, you can emit a 20- foot aura for 3 rounds. Allies within the aura gain a +2 Deflection bonus to AC and combat maneuver defense.
Protection Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Nature Bond An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Spontaneous Casting An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can lose a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature's ally spells.
Unhappy Childhood (Tortured) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+-1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Lorekeeper At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid's woodland stride and trackless step abilities.