========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Name: Dandelion Plums Gender: Female Race: Merfolk Age: 16 Height: 6'4" Weight: 135 XP: 0 Alingment: Chaotic Neutral Class: 1stlvl Druid(Pack Lord) Favored Class: Druid Deity: Init +3; Senses Normal, low-light Perception +2 ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= STATISTICS STR 14(+2), DEX 16(+3), CON 16(+3), INT 10(+0), WIS 14(+2), SWG 12(+1)   Base Attack +0 CMB +5; CMD 15 ========================================================================================================= DEFENSES AC 22, Touch 14, flat footed 18              [Armor, Shield,Natural] (+3 Dex, +6 armor/shield, +2 nat armor, +1 feats) hp 12 (1d8+3+1) Fort +3, Ref +3, Will +4 ========================================================================================================= OFFENSE Speed 5 ft, Swim 50 ft Melee Single Attack [Masterwork Short Spear, +3 (1d6+2)] Full Attack [Weapon +0/0 (damage)] Ranged Single Attack [Short Spear, +0 (damage)] Full Attack [Weapon +0/0 (damage)] Special Attacks ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Racial Traits   Ability Score Racial Traits: Merfolk are graceful, hale, and beautiful. They gain +2 Dexterity, +2 Constitution, and +2 Charisma.   Size: Merfolk are Medium creatures and thus have no bonuses or penalties due to their size.   Base Speed (Slow Speed): Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.   Type: Merfolk are humanoids with the aquatic subtype.   Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.   Armor: Merfolk have a +2 natural armor bonus.   Legless: Merfolk have no legs, and therefore cannot be tripped. Senses Racial Traits   Low-Light Vision: Merfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light. Other Racial Traits   Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water.   Traits:   Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances. Benefit: Your starting cash increases to 900 gp.   Magic is Life: Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. Benefit As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.   ========================================================================================================= Class Features/Extraordinary Abilities (Ex)   Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, 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. Druids are proficient with shields (except tower shields) but must use only wooden ones.   A druid who wears prohibited armor or uses 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. A druid must choose and prepare her spells in advance.   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: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).   A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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 alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.   Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.   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.   Pack Bond (Ex): A pack lord druid may not select a domain and must choose an animal companion. The druid gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.   Each time a pack lord’s druid level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack lord’s service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the pack lord cannot use it to cast a one-target spell and have it affect all of her animal companions.   This ability replaces nature bond.   Improved Empathic Link (Su): The pack lord gains an empathic link with all of her animal companions. This functions like an empathic link with a familiar. In addition, as a swift action the pack lord can shift her perception to one of her companions, allowing her to experience what it sees, hears, and so on. She can maintain this connection as long as she likes (as long as the companion is within 1 mile) and end it as a free action. The druid can only use this ability on one companion at a time, and cannot see, hear, or smell with her own body while maintaining this connection.   This ability replaces the 6th-level additional use of wild shape.   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. ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Feats Dodge (Combat) Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Skills   Acrobatics------------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 0) Appraise--------------------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Bluff-----------------------------------------------------------Cha|+1|(Abimod+0)(-----------)(Ranks 0) Climb-----------------------------------------------------------Str|+5|(Abimod+0)(Class Skill)(Ranks 0) Craft-----------------------------------------------------------Int|+3|(Abimod+0)(Class Skill)(Ranks 0) Diplomacy-------------------------------------------------------Cha|+1|(Abimod+0)(-----------)(Ranks 0) Disable Device--------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 0) Disguise--------------------------------------------------------Cha|+1|(Abimod+0)(-----------)(Ranks 0) Escape Artist---------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 0) Fly-------------------------------------------------------------Dex|+3|(Abimod+0)(Class Skill)(Ranks 0) Handle Animal---------------------------------------------------Cha|+5|(Abimod+0)(Class Skill)(Ranks 1) Heal------------------------------------------------------------Wis|+5|(Abimod+0)(Class Skill)(Ranks 1) Intimidate------------------------------------------------------Cha|+4|(Abimod+0)(Class Skill)(Ranks 0) Knowledge (arcana)----------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (dungeoneering)---------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (engineering)-----------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (geography)-------------------------------------------Int|+3|(Abimod+0)(Class Skill)(Ranks 0) Knowledge (history)---------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (local)-----------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (nature)----------------------------------------------Int|+3|(Abimod+0)(Class Skill)(Ranks 0) Knowledge (nobility)--------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (planes)----------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Knowledge (religion)--------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Linguistics-----------------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 0) Perception------------------------------------------------------Wis|+6|(Abimod+2)(Class Skill)(Ranks 1) Perform---------------------------------------------------------Cha|+1|(Abimod+0)(-----------)(Ranks 0) Profession------------------------------------------------------Wis|+5|(Abimod+0)(Class Skill)(Ranks 0) Ride------------------------------------------------------------Dex|+7|(Abimod+3)(Class Skill)(Ranks 1) Sense Motive----------------------------------------------------Wis|+2|(Abimod+0)(-----------)(Ranks 0) Sleight of Hand-------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 0) Spellcraft------------------------------------------------------Int|+3|(Abimod+0)(Class Skill)(Ranks 0) Stealth---------------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 0) Survival--------------------------------------------------------Wis|+5|(Abimod+0)(Class Skill)(Ranks 0) Swim------------------------------------------------------------Str|+5|(Abimod+0)(Class Skill)(Ranks 0) Use Magic Device------------------------------------------------Cha|+1|(Abimod+0)(-----------)(Ranks 0) ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Spells: (3 0lvl, 2 1stlvl)   ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Inventory (49 lbs) 1x Masterwork Coral Armor (+3 AC, +3 MDB, 0 ACP, 15% ASFC, 25 lbs) 1x Coral Armored Kilt (+1 AC +6 MDB, 0 ACP, 0% ASFC, 10 lbs) 1x Masterwork Heavy Coral Shield (+2 AC, –1 ACP, 15% ASFC, 10 lbs.) 1x Masterwork Shortspear (1d6 damage, ×2 crit, 20 ft range, 3 lbs, Piercing) 1x Dagger (1d4 damage, 19–20/×2 crit, 1 lb, 10ft range, Piercing or Slashing)   Va'alto inventory (114) Saddle, exotic military (40 lbs) Harness, training, exotic (A training harness provides a +2 bonus on Handle Animal checks made with an animal wearing it, 2 lbs) Saddlebags (5 cft or 250 lbs, 8 lbs) Backpack (1 lbs) 1x Bathtub, Collapsible (20 lb) 1x Large winter blanket (6 lbs) 6x Soap (3 lbs) 1x Rope, Silken (100 ft,10 lbs) 1x Mirror, small steel (1/2 lbs) 1x Torch, everburning (1 lbs) 3x Honey (1 1/2 lbs) 10x Rations, Trail (10 lbs) 10x Animal food, Carnivorous (10 lbs) ========================================================================================================= Money:194 gp 38 sp 94 cp ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Backstory:   ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Va'alto's sheet Name: Va'alto Gender: Male Race: Tylosaurus XP: Same as Plum Init +3; Senses Normal, low-light Perception +6 ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= STATISTICS STR 10(+0), DEX 17(+3), CON 10(+0), INT 2(-4), WIS 13(+1), CHR 9(-1)   Base Attack +1 CMB 14; CMD 13 ========================================================================================================= DEFENSES AC 16, Touch 13, flat footed 13              [Armor, Shield,Natural] (+3 Dex, +0 armor, +3 nat armor +0 feats) hp 19 (2d8+3) Size: Medium Fort +3, Ref +6, Will +0 ========================================================================================================= OFFENSE Speed 30 ft, Swim 50 ft Melee Single Attack [Bite, +1 (1d6)] Full Attack [Weapon +0/0 (damage)] Ranged Single Attack [Weapon, +0 (damage)] Full Attack [Weapon +0/0 (damage)] Special Attacks ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Racial traits   Scent: (Ex) This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. ========================================================================================================= Class Features/Extraordinary Abilities (Ex)   Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t 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.   Animal Feats: In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way.   Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells*. ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Feats   Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Skills   Acrobatics------------------------------------------------------Dex|+7|(Abimod+3)(Class Skill)(Ranks 1) Climb-----------------------------------------------------------Str|+0|(Abimod+0)(Class Skill)(Ranks 0) Escape Artist---------------------------------------------------Dex|+3|(Abimod+3)(-----------)(Ranks 0) Fly-------------------------------------------------------------Dex|+3|(Abimod+3)(Class Skill)(Ranks 0) Intimidate------------------------------------------------------Cha|+0|(Abimod+0)(-----------)(Ranks 0) Perception------------------------------------------------------Wis|+5|(Abimod+1)(Class Skill)(Ranks 1) Stealth---------------------------------------------------------Dex|+3|(Abimod+3)(Class Skill)(Ranks 0) Survival--------------------------------------------------------Wis|+1|(Abimod+1)(-----------)(Ranks 0) Swim------------------------------------------------------------Str|+0|(Abimod+0)(Class Skill)(Ranks 0) ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =========================================================================================================