Adun Goldhair Seafoam (EYE-din)
Female Dwarf Druid 6
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NG Medium Humanoid (Dwarf)
Init +2;
Senses Listen +3 Spot +12, Darkvision 60 feet
Languages Common, Druidic, Dwarf, Giant
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AC 17, touch 12, flat-footed 15; +2 dex, +5 armor
hp 66 (6 HD)
Fort +8,
Ref +4,
Will +8
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Speed 15 ft.
Melee +5 MW Shortspear 1d6 OR +4 MW silver sleeve blade 1d4 OR -1 knee blade 1d6
Ranged +7 MW Shortspear 1d6 RI 20ft OR +7 Sling 1d4 RI 50ft
Special Actions Fiery Burst, Burning Blade
Base Atk +4;
Grp +4
Combat Gear MW shortspear, MW silver sleeve blade, MW sling
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Abilities Str 10, Dex 14, Con 16, Int 12, Wis 17, Cha 10
SQ Wild Empathy, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 2/day
Feats Druid Weapon Proficiencies, Light & Medium Armor proficiencies, Martial Study (Burning Blade), Fiery Burst, Natural Spell
Skills Concentration +12 (9 ranks), Handle Animal +9 (9 ranks), Knowledge (Nature) +12 (9 ranks), Spot +12 (9 ranks), Survival +14 (9 ranks)
Experience Points: 0
Possessions combat gear plus
Boots of the Winterlands,
Ring of the Darkhidden,
Finned Gauntlets plus equipment listed below
Druid Spells Prepared (5/3/3/2, CL 6
th, +6 ranged touch, +4 melee touch):
- 0th— (DC 13) Purify Food & Drink, Detect Magic (x2), Mending (x2)
- 1st— (DC 14) Sandblast, Produce Flame, Faerie Fire
- 2nd— (DC 15) Body of the Sun, Heartfire, Decomposition
- 3rd— (DC 16) Fire Wings, Call Lightning
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Appearance
Adun keeps her long blonde hair immaculately clean and coiled in a long braid that often loops around her neck like a collar. Sun-touched and a tanned chestnut brown most of the time, her emerald green eyes peek out from early-developing crows feet from years at sea.
Atop her head usually sits her navy blue tricorn hat at a jaunty angle, and her brass-buttoned sea-coat usually hangs open to leave her easy access to the items she has stored underneath it. Her sea-coat is especially fine, being a present from her godparents for her first successful sea trade profits, and is made out with fine golden-threaded embroidery depicting pelicans fishing in tiny, magnificent detail that are mirrored on the buttons and collar/cuffs.
Adun is tall and lean for a dwarf, owing to a lack of appetite from years of living off the land. If she'd reveal them to others, which isn't bloody likely unless the weather demands it, she's covered in beautifully wrought tattoos across her back that she got done in far away places.
Background
Long before the mass exodus from Ironstorm Mountain, Clan Seafoam made its way in small numbers to human and elvish lands to establish trade relations with those peoples. Ever the farthest ranging and the most at ease with the sea as well as stone, Seafoam clansmen are widely recognized as a powerful clan - if a bit off. Ran more like a powerful trading company than a dwarvish clan sometimes, Seafoam children have ever been more common than in many other clans as well. So, when Adun Goldhair came along she was not only a less likely female member of the family, she also had to contend with several older male siblings who had left the hearth decades ago to make their fortunes. Adun, of course, was encouraged to settle down soon to make more proud scions of the Seafoam legacy. Despite that, or perhaps because, Adun was infected with a wild urge to see the world, and so she did.
From Karmandu to Frailing, Adun has spent a decade at sea and in the ancient forests of the elves learning to hone her natural predilection for the natural world to a razor sharp edge. What she hasn't done is connect much with her dwarven heritage. Not that she's got a burning desire to live in some drab cave, but it seems like something a well-rounded cosmopolitan dwarf should consider looking into at least once. When her second cousin in Lhapan wrote to her to tell her about their cousin Hrayla marrying into some bastard line of the old Ironstorm mountain royals it suddenly all clicked. She'd join the next expedition and grab whatever treasure she could find, and perhaps even hand over the dusty cave to Hrayla as a marriage gift. She never liked her anyways.
Adun has a reputation as one of the finest guides and trade explorers in her clan, as well as a nasty reputation as a dirty fighter. Adun is above denial, merely proclaiming that she'll win any fight as she can. If fighting fair were her lot in life she'd have been born with stones for senses and a beard.
Red, Animal Companion
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Red
Night Fisherman
Tiny Animal
Hit Dice: 5d8 (20 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/–8
Attack: Talons +10 melee (1d4–2)
Full Attack: Talons +10 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Link, Share Spells, Evasion, Devotion
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 6, Dex 18, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +16, Move Silently +21, Spot +8*
Feats: Alertness, Weapon FinesseB, Diving Charge
Red is any atypical example of a Night Fisherman, a variety of nocturnal hawks that normally feed on fish and small beach game. Normally such animals are either pure black or pure white, but Red was born with a deformity that turned his cowl red and earned him his name. The rest of the bird is white with a variety of spots. Red has a wingspan of approximately 5 feet.
Combat
Night Fishermen swoop quietly down onto prey in the water, attacking with their powerful talons.
Skills: Night Fishermen have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
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.
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. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
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.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Bonus Tricks:
Attack,Seek, Fetch
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[sblock=Advancement]
L1>Druid 1 HP: 11 SP: 20
Abilities
STR 2 pts DEX 6 pts CON 6pts INT 4pts WIS 10pts CHA 4pts
Skill (ranks)
Concentration (4 ranks), Handle Animal (4 ranks), Knowledge (Nature) (4 ranks), Spot (4 ranks), Survival (4 ranks)
1
st Feat: Martial Study: Burning Blade
Languages: Common, Druidic, Dwarf, Giant
L2>Druid 2 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
L3>Druid 3 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
3
rd Feat: Fiery Burst
L4>Druid 4 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
4
th Level Stat Increase: Wis
L5>Druid 5 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
L6>Druid 6 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
6
th Feat: Natural Spell
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[sblock=Special Abilities]
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, 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 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 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.)
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[sblock=Equipment Worksheet]
Starting Gold = 13,000GP
0000.00 traveler's outfit (one free outfit to hide naked adventurers)
0301.00 masterwork shortspear 3lb.
0300.00 masterwork sling
0000.10 sling bullets (10) 5lb.
0001.00 sling bullets (100) 50lb.*
0015.00 tricorn hat 1lb.
0004.00 (w/ inside pocket (fine), DC 25 Search to discover)
0750.00 potion of gaseous form (inside pocket of tricorn)
0160.00 masterwork oilskin suit (Sea-Coat) 10lb.
0001.00 (w/ inside pocket (tiny))
0336.00 masterwork silver sleeve blade (as dagger, -2 to hit, DC 25 Search to discover) 1lb.
0020.00 knee blade (as shortsword, -2 to hit, DC 15 Search to discover) 2lb.
0000.10 bedroll 5lb.*
0001.00 flint & steel*
0005.00 signet ring
0001.00 belt pouch .5lb.
0000.00 holly & mistletoe
0005.00 spell component pouch 2lb.
0700.00 White Dragonhide Breastplate 30lb.
2500.00 Boots of the Winterlands 1lb.
3500.00 Finned Gauntlets 1lb.
2000.00 Heward's Handy Haversack 5lb.
2000.00 Ring of the Darkhidden
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399GP 8SP, 61.5lb. medium load
* Objects In Haversack
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