Post by marideganun on Jan 16, 2015 0:53:16 GMT
Liam Draoi
Optional Character Picture
Optional Character Picture
Played by: MariDeGanun
Character Sheet: www.myth-weavers.com/sheetview.php?sheetid=1100170
Other Characters: (if any)
Race: Half Elf
Classes: Druid (5)
Effective Character Level: Sum of Character levels, racial HD and Level Adjustment After LA buyoff.
Gender: Male
Age: 23
Alignment: True Neutral
Deity: Nature...?
Height/ by Linksicle" style="border: none !important; display: inline-block !important; text-indent: 0px !important; float: none !important; font-weight: bold !important; height: auto !important; margin: 0px !important; min-height: 0px !important; min-width: 0px !important; padding: 0px !important; text-transform: uppercase !important; text-decoration: underline !important; vertical-align: baseline !important; width: auto !important; background: transparent !important;">Weight: 5'5" 135 lb
Personality:
- Happy-go-lucky, on the naive side
- Very Trusting (again naive)
- Tends to get bored if not engaged, usually results in him wandering in a random direction
- Poor concept of money and wealth
- Tends to be vague when describing things except when asked specifically
- Doesn't lie, he just doesn't say everything
- Is accepting of everyone, to a fault
- Holds liquor surprisingly well
- Loves a well formed bussom and/or bust
- Has severe beard envy
- Hates undead with a passion
Appearance: Despite being a half-elf, Liam has the appearance of a slight fifteen year old human except for slightly upturned eyes and slightly pointed ears. His hair is a golden ash-blond. His eyes are a light leaf green. He has four claw scars down the side of his right cheek-bone. He is dressed in a worn green shirt and brown pants, covered by a leather jacket. He also possesses a staff and a worn leather satchel given to him by his master.
History: Liam knows nothing about his parents other than his father was human and his mother, the elf, gave him to his Druid master to be trained as a very young child. Thus, he and his master, who too was a half-elf, were very close and Liam saw him as a father figure. He was trained in the Druid arts in the Deep Wood until one day when Liam was eleven, he came back to the camp to find his master dead. There was no sign of what killed his master or if it was just an accident. After Liam buried him in the druid fashion, he took the staff and satchel of his master and wandered into the wood.
A year passed, and the twelve-year-old Liam while taking care of a small puppy in the wood was attacked by a large bear. He managed to retreat into the trunk of a hollow tree, but not before the bear swiped at Liam and marked his right cheekbone. He has since lived on his own wandering throughout the forest until he heard of some unsettling news. He now travels out of his home to explore the unknown world of civilization and has never felt happier.
Threads:
Party Role Proficiency:
Battlefield Control: Depends if all of his spells are intact but tends to be a very supportive character
Buffer: Not that great as muscle
Curiosity: IMMENSE curiosity to the point of wandering off mid thought
Debuffer: Not very many spells to disarm other oponents
Dominator: nope
Game Changer: Thinks on his feet
Healer: Minor healing ability but will use it.
Meat Shield: bad one...
Melee Damage: Quarterstaff and hand to hand combat
Mobility: Very versatile and is unafraid to ask animal allies to help him get around.
Party Face: Diplomatic... I think.
Ranged Damage: Casts spells within a max of 40 ft depending on the spell.
Sage: Druid. Plus loves out of body experiences.
Scout: not too bad.
Thief: Only off of the dead, they won't be needing it. Otherwise, he will leave some money behind or something he considers of similar value.
Summoner: OI
Trapfinder:
Buffer: Not that great as muscle
Curiosity: IMMENSE curiosity to the point of wandering off mid thought
Debuffer: Not very many spells to disarm other oponents
Dominator: nope
Game Changer: Thinks on his feet
Healer: Minor healing ability but will use it.
Meat Shield: bad one...
Melee Damage: Quarterstaff and hand to hand combat
Mobility: Very versatile and is unafraid to ask animal allies to help him get around.
Party Face: Diplomatic... I think.
Ranged Damage: Casts spells within a max of 40 ft depending on the spell.
Sage: Druid. Plus loves out of body experiences.
Scout: not too bad.
Thief: Only off of the dead, they won't be needing it. Otherwise, he will leave some money behind or something he considers of similar value.
Summoner: OI
Trapfinder:
Racial Abilities:
Humanoid (Elf).
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial by Linksicle" style="border: none !important; display: inline-block !important; text-indent: 0px !important; float: none !important; font-weight: bold !important; height: auto !important; margin: 0px !important; min-height: 0px !important; min-width: 0px !important; padding: 0px !important; text-transform: uppercase !important; text-decoration: underline !important; vertical-align: baseline !important; width: auto !important; background: transparent !important;">bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-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.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Level Adjustment: +0.
Class Abilities:
Table: The Druid
Hit Die: d8
Level Base
Attack Bonus Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy 3 1 — — — — — — — —
2nd +1 +3 +0 +3 Woodland Stride 4 2 — — — — — — — —
3rd +2 +3 +1 +3 Trackless Step 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Resist Nature’s Lure 5 3 2 — — — — — — —
5th +3 +4 +1 +4 Wild Shape (1/day) 5 3 2 1 — — — — — —
6th +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2 — — — — — —
7th +5 +5 +2 +5 Wild Shape (3/day) 6 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Wild Shape (Large) 6 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Wild Shape (4/day) 6 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 Wild Shape (Tiny) 6 5 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Wild Shape (plant) 6 5 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 A Thousand Faces 6 5 5 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Wild Shape (5/day) 6 5 5 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Timeless Body, Wild Shape (Huge) 6 5 5 5 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Wild Shape (elemental 1/day) 6 5 5 5 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild Shape (6/day, elemental 2/day) 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild Shape (elemental 3/day, Huge elemental) 6 5 5 5 5 5 4 4 4 4
Class Skills
(4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any by Linksicle" style="border: none !important; display: inline-block !important; text-indent: 0px !important; float: none !important; font-weight: bold !important; height: auto !important; margin: 0px !important; min-height: 0px !important; min-width: 0px !important; padding: 0px !important; text-transform: uppercase !important; text-decoration: underline !important; vertical-align: baseline !important; width: auto !important; background: transparent !important;">domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot by Linksicle" style="border: none !important; display: inline-block !important; text-indent: 0px !important; float: none !important; font-weight: bold !important; height: auto !important; margin: 0px !important; min-height: 0px !important; min-width: 0px !important; padding: 0px !important; text-transform: uppercase !important; text-decoration: underline !important; vertical-align: baseline !important; width: auto !important; background: transparent !important;">lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular by Linksicle" style="border: none !important; display: inline-block !important; text-indent: 0px !important; float: none !important; font-weight: bold !important; height: auto !important; margin: 0px !important; min-height: 0px !important; min-width: 0px !important; padding: 0px !important; text-transform: uppercase !important; text-decoration: underline !important; vertical-align: baseline !important; width: auto !important; background: transparent !important;">alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
(I actually know it if you want, but no biggie)
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.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid by Linksicle" style="border: none !important; display: inline-block !important; text-indent: 0px !important; float: none !important; font-weight: bold !important; height: auto !important; margin: 0px !important; min-height: 0px !important; min-width: 0px !important; padding: 0px !important; text-transform: uppercase !important; text-decoration: underline !important; vertical-align: baseline !important; width: auto !important; background: transparent !important;">loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Equipment:
Quarter Staff: Hardwood stick: 0
Satchel: Leather bag with dozens of pockets: 0
Total Inventory Cost:0 (So far)
Companions:Links to Companions Mythweaver Sheet
Other Misc Information: If you want you can play with the mother/father/master origins if you like