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Vandalia Chirion
Total Hit Points: 74
Middle-aged Speed: 20 feet
Armor Class: 16 = 10 + 3 [hide]
+ 1 [light wooden] + 2 [dexterity]
Witching Gown
Wild Shield
Swarm Bane Clasp
Spirit Naga Bindi
Wyvern Cloak
Dryad Boots
Belt of +4 Physcial Perfection
Vambraces of the Genie (Air)
Circlet of Justice
Ring of Revelation: Weather,Superior
Ring of Incredible Deeds
Female Half-Elf Bard 3 / Druid 3 / Rogue 3 / Loremaster 7 True Neutral Representing ELD-NPC
Light load:
Push or drag:
38 lb. or less
575 lb.
Languages:
Aklo Auran Celestial Common Draconic Druidic Elven Sylvan Terran
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Dart [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Repeating Light Crossbow [1d8, 19-20/x2, range incr 80 ft., 6 lb., piercing]
Pistol [1d10, crit x3, range incr 50 ft, 3 lb, piercing]
Hide armor [medium; + 3 AC; max dex + 4; check penalty -3 25 lb.; arcane spell failure 20%] ; arcane spell failure 5%
Light Wooden Shield [ + 1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Feats:
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This Character Also Has 3 Ranks In Linguistics. Zero-level Bard Spells: Unlimited Casting Of Cantrips Known
First-level Bard Spells: 6 (5 + 1) Per Day Second-level Bard Spells: 5 (4 + 1) Per Day
Third-level Bard Spells: 4 (3 + 1) Per Day Fourth-level Bard Spells: 2 (1 + 1) Per Day
Zero-level Druid 4 Can Be Select/day ; Unlimited First-level Druid Spells: 5 (4 + 1) Per Day
Second-level Druid Spells: 5 (4 + 1) Per Day Third-level Druid Spells: 4 (3 + 1) Per Day
Fourth-level Druid Spells: 3 Per Day Fifth-level Druid Spells: 2 Per Day
Favored Class Points: Hit Points +3; Skill Points +3 Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Half-Elf; This half-elf chose +2 to intelligence (already included) Immune to magical sleep
Bard Bardic Knowledge Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.
Druid Orisons Spontaneous Casting (summon nature's ally ( Dust Devil)
Rogue Sneak Attack +2d6 Trapfinding -- add half of rogue level to find traps, minimum +1
Evasion (level 2) -- no damage on a successful reflex save Rogue talents -- gain one at every even-numbered level. Cloying Shades; Thoughtful Re-Examination; Charmer
Loremaster Hit dice d4 Slow increase in attack bonuses Slow increase in fortitude saves Slow increase in reflex saves
+2 on Ranged Attacks, +2 on Reflex Saves; +2 levels on Enchantment/Charm (Off.or Def); Use other class Magic Items +10
Vandalia's Equipment:
More about Vandalia:
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Fey Magic
At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).
At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.
A feyspeaker loses the ability to spontaneously cast summon nature's ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.
This ability alters wild shape and spellcasting.
Fey Speech (Ex)
At 1st level, a feyspeaker's words carry a tiny fragment of the otherworldly power of the fey's voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker's base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer's base attack bonus is calculated), rather than the usual druid base attack bonus.
This ability replaces nature sense and alters the druid's base attack bonus, class skills, and skills ranks per level.
Wild Mischief (Ex)
At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check).
To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions.
Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker 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.
This ability replaces the druid's proficiency with medium armor.
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Half-Elf Homeland
Elf Homeland
Half-Elf Parents
Siblings
Circumstances of Birth
Parents Profession
Major Childhood Events
Druid
Influential Associates
Conflict
Conflict Subject
Conflict Motivation
Conflict Resolution (Choose One)
Regret and Penance (-3 CP)
Sincere Regret (-2 CP)
Secret Regret (-1 CP)
Mixed Feelings (0 CP)
Denial (+1 CP)
No Guilt (+2 CP)
You Enjoyed It (+3 CP)
Conflict Points
Romantic Relationships
Drawbacks
Relationship with Companions
Accessible Traits
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