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Turmoil in the Golden Ring: A Slavic themed game in the cold (Full)
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<blockquote data-quote="johnsemlak" data-source="post: 1880261" data-attributes="member: 7233"><p>Nantanoku, </p><p></p><p>I can make the following updates to your character:</p><p></p><p><em></em></p><p><em>Slavic Half-Elf/Half Slavic Human, From northeast of Perm in the Urals</em></p><p><em>Alignment: Chaotic Neutral</em></p><p><em>Druid 3</em></p><p><em>Age: 32</em></p><p><em>Height: 5' 2"</em></p><p><em>Weight: 105</em></p><p><em>Hair: Black, long and straight.</em></p><p><em>Eyes: Deep Blue, elven</em></p><p><em>Skin: pale</em></p><p><em></em></p><p><em>Str: 16 </em></p><p><em>Dex: 14 </em></p><p><em>Con: 15 </em></p><p><em>Int: 9</em></p><p><em>Wis: 11</em></p><p><em>Cha: 12 </em></p><p><em></em></p><p><em>Racial Abilities: </em></p><ul> <li data-xf-list-type="ul"><em> Half-elf base land speed is 30 feet.<br /> </em></li> <li data-xf-list-type="ul"><em>Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.<br /> </em></li> <li data-xf-list-type="ul"><em>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.<br /> </em></li> <li data-xf-list-type="ul"><em>+1 racial bonus on Listen, Search, and Spot checks.<br /> </em></li> <li data-xf-list-type="ul"><em>+2 racial bonus on Diplomacy and Gather Information checks.<br /> </em></li> <li data-xf-list-type="ul"><em>Elven Blood: For all effects related to race, a half-elf is considered an elf.<br /> </em></li> <li data-xf-list-type="ul"><em>Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).<br /> </em></li> </ul><p>Class Abilities: </em></p><p><em> <ul> <li data-xf-list-type="ul"><em><strong>Animal Companion (Ex)</strong>: 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.<br /> <br /> 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.<br /> <br /> </em></li> <li data-xf-list-type="ul"><em><strong>Nature Sense (Ex):</strong> A druid gains a +2 bonus on Knowledge (nature) and Survival checks.<br /> <br /> </em></li> <li data-xf-list-type="ul"><em><strong>Wild Empathy (Ex)</strong>: 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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> </em></li> <li data-xf-list-type="ul"><em><strong>Woodland Stride (Ex):</strong> 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.<br /> <br /> </em></li> <li data-xf-list-type="ul"><em><strong>Trackless Step (Ex)</strong>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.</em></li> </ul><p></p><p><em>Hit Dice: 3d8 +6</em></p><p><em>Total HP: 28</em></p><p><em>AC: </em></p><p><em>Initiative: +2</em></p><p><em>Speed </em></p><p><em></em></p><p><em>Saves:</em></p><p><em>Fortitude +5</em></p><p><em>Reflex +3</em></p><p><em>Will +3</em></p></blockquote><p></p>
[QUOTE="johnsemlak, post: 1880261, member: 7233"] Nantanoku, I can make the following updates to your character: [i] Slavic Half-Elf/Half Slavic Human, From northeast of Perm in the Urals Alignment: Chaotic Neutral Druid 3 Age: 32 Height: 5' 2" Weight: 105 Hair: Black, long and straight. Eyes: Deep Blue, elven Skin: pale Str: 16 Dex: 14 Con: 15 Int: 9 Wis: 11 Cha: 12 Racial Abilities: [list] [*] Half-elf base land speed is 30 feet. [*]Immunity to sleep spells and similar magical effects, and a +2 racial 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). [/list] Class Abilities: [list] [*][B]Animal Companion (Ex)[/B]: 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. [*][B]Nature Sense (Ex):[/B] A druid gains a +2 bonus on Knowledge (nature) and Survival checks. [*][B]Wild Empathy (Ex)[/B]: 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. [*][B]Woodland Stride (Ex):[/B] 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. [*][B]Trackless Step (Ex)[/B]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.[/list] Hit Dice: 3d8 +6 Total HP: 28 AC: Initiative: +2 Speed Saves: Fortitude +5 Reflex +3 Will +3[/i] [/QUOTE]
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