Brynn Meadmaker


Race: Halfling
Level 1 Aristocrat / Level 6 Druid
Alignment: NN
Experience Points: 24,000
Abilities: STR 10(+0), DEX 16(+3), CON 14(+2), INT 12(+1), WIS 16(+3), CHA 13(+1)
Initiative: +3 Speed: 20 ft. (4 squares)
Hit Dice: 1d8 + 6d8 + 14(CON) (44 hp)
AC/Touch/Flat-Footed: 19/14/16 (+4 Armor, +1 Shield, +3 DEX, +1 Size)
Armor:
+1 Light Studded Leather
Check Penalty: -0
Max Dex: +5
AC: +4
Light Dragonhide Shield (small)
Check Penalty: -0
Max Dex: +2
AC: +1
Saves: Fort +8, Ref +6, Will +9
BAB | Grapple: +5 | +3 Space/Reach: 5 ft./5 ft.
Attacks:
Masterwork Club AB: +6
Dmg: 1d4 (x2) 10ft
Masterwork Sling AB: +5
Dmg: 1d3 (x2) 50ft
Full Attack: -
Racial Traits:
Small: +1 AC, +1 AB, +4 Hide, 3/4 carry limit
+2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
+1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 racial bonus on saving throws in general.
+1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
+2 racial bonus on Listen checks: Halflings have keen ears.
Class Traits: Wild Empathy, Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Animal Companion, Wildshape
Skills:
Appraise
Balance*
Bluff
Climb*
Concentration
Craft (Alchemy)
Diplomacy
Disguise
Forgery
Gather Information
Handle Animal
Heal
Hide*
Intimidate
Jump*
Knowledge (Arcana)
Knowledge (Arch/Eng)
Knowledge (Dun.)
Knowledge (Geography)
+6 (5 ranks)
+3
+8 (7 ranks)
+2 (+2 racial)
1+11 (9 ranks)
+1
+5 (4 ranks)
+1
+1
+1
+1
+3
+7 (+4 size)
+1
+2 (+2 racial)
+2 (1 rank)
+2 (1 rank)
+2 (1 rank)
+2 (1 rank)
Knowledge (History)
Knowledge (Local)
Knowledge (Nature)
Knowledge (Nob/Roy)
Knowledge (Religion)
Knowledge (Planes)
Listen
Move Silently
Perform
Profession (Brewer)
Ride
Search
Sense Motive
Speak Language
Spellcraft
Spot
Survival
Swim
Use Rope
+2 (1 rank)
+2 (1 rank)
+7 (4 ranks,+2 druid)
+2 (1 rank)
+2 (1 rank)
+2 (1 rank)
+5 (+2 racial)
+5 (+2 racial)
+1
+5 (2 Ranks)
+3
+1
+8 (5 ranks)

+1
+3
+10(5 ranks,+2 druid)
+0
+3
Feats: Natural Spell, Eschew Materials, Spell Focus (Conjuration)
Languages: Hengr, Halfling, Druidic, Common

Brynn Meadmaker...

Feats and Abilities:

Weapon and Armor Proficiencies [from Player's Handbook, page 33]:
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, page 246) 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.

Spontaneous Casting [from Player's Handbook, page 33]:
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. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell).

Trackless Step (Ex) [from Player's Handbook, page 33]:
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.

Nature Sense (Ex) [from Player's Handbook, page 33]:
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) [from Player's Handbook, page 33]:
A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). 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 (such as a basilisk or a girallon), but she takes a —4 penalty on the check.

Woodland Stride (Ex) [from Player's Handbook, page 33]:
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.

Resist Nature's Lure (Ex) [from Player's Handbook, page 33]:
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Wild Shape (Su) [from Player's Handbook, page 33]:
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 (see the Monster Manual). This ability functions like the alternate form special ability (see the Monster Manual), except as noted here. 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. For example, a druid who has never been outside a temperate forest could not become a polar bear.
A druid 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 3—8: 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. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, 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, such as a tree or a rose bush.)
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 (humanoid, in most cases).
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.

Natural Spell (Wild Feat) [from Master's of the Wild, page 24]:
You complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Eschew Materials [from Player's Handbook, page 94]:
You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Spell Focus (Conjuration) [from Player's Handbook, page 100]:
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.