Conflicted: Elf Queen(1 point) I Feel like she allowed my father to banish me from the Queen's Woods
Positive: Prince of Shadows(1 point) His followeres provide me with a periodic cure, which allows me to shift between woodelf and animal forms. But as its a temporary fix I have to keep going back to them.
Positive: High Druid(1 point) Because druids are awesome!
Backgrounds
Raised by bears(5 points) Living with a bear family for decades teaches you a thing or two about the forest.
Outcast(3 points) Banishment does that to you.
Class Features
Nature Talking
Everybody knows that druids can talk with plants and animals. It
doesn’t always work, though druids might not admit that, since
no one but another druid or a particularly cunning bard will have
any way of knowing what the plant/animal said in return. Twice
per day, a druid can talk with a non-hostile animal or plant for a
short time (in battle, it takes one to three rounds).
Conversations are simple and the feature doesn’t really
increase the plant or animal’s brain power, so talking with animals
about things like “are there other scary two-leggers around here”
is probably the limit. As a rule, plants don’t remember much
about things that happened before the last sunrise or sunset, with
the possible exception of events involving fire.
If there is useful information for the druid to gain out of the
situation, they should roll a skill check that’s appropriate for the
tier. Talking to animals requires a hard DC, and plants usually
require a ridiculously hard DC. A druid gains a +1 bonus when
talking with animals for every talent spent on the Shifter or Animal
Companion talents. A druid gains a +1 bonus when talking with
plants for every talent spent on the Terrain Caster talent.
Whether these skill checks succeed or fail, enjoy roleplaying
a plant or animal and phrase the answers in ways that humanoids
wouldn’t necessarily think. . . .
Wilderness Survival
You never suffer from natural weather-related cold, heat, or
exposure. You can go longer than most people without eating or
drinking, but only a couple days longer.
Racial Power
Elven Grace
At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn.
At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that battle.
Talents
1
Shifter (adept)
This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators. Adepts gain more benefits while fighting in beast form.
2
Warrior Druid (initiate)
This talent lets a druid use once-per-battle flexible attacks that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but the talent can integrate with the Shifter talent while a druid fights in beast form.
• Your AC in light armor is 12 instead of 10 like most other druids.
Aspects
1
Behemoth Aspect
Beast aspect ♦ Quick action ♦ Recharge 16+
You gain a +2 bonus to AC and PD, and the first time you become
staggered this battle, roll a hard save (16+). If you fail, choose
one of the two following benefits. If you succeed, you get both. Endurance: You can heal using a recovery. Wrath: Begin rolling 2d20 for each of your melee attacks and
choose the result you prefer until the end of the battle or
until you make both rolls for a melee attack and each roll is
a natural 10 or less.
2
Leopard Aspect
Beast aspect ♦ Quick action ♦ Recharge 16+
Until the end of the battle, when an enemy misses
you with a melee attack and rolls a natural 1–4, you gain an
additional standard action during your next turn. You can only
gain one additional standard action a turn this way. Powers like
elven grace or a command won’t stack with this effect either,
and you gain a +2 bonus to AC. You also gain a +5 bonus to
disengage checks and to saves
against being stuck, dazed, or stunned.
3
Owlbear Aspect
Beast aspect ♦ Quick action ♦ Recharge 16+ Until the end of the battle, your crit range with melee attacks expands by 2, and you gain a +1 bonus to melee attacks and a +2 bonus to AC and PD.
One Unique Thing
Born a bear and therefore banished
Basic Melee Attack
ATTACK
+7
HIT
4d6+3
MISS
4
Basic Ranged Attack
ATTACK
+7
HIT
4d4+3
MISS
0
Beast Form Attack
ATTACK
+7
NATURAL EVEN
4d10+3
NATURAL ODD
4d6+3
MISS
Repeat the attack against the same or a different target. This second attack deals 4 damage on a miss
Feats
1
Beast Form Attack (Adv)
Your second
beast form attack (the one you roll when the first attack
misses) now deals miss damage equal to your level. If you
are a Shifter adept, you can have two beast aspects active at
the same time. If you start using a third aspect, one of the
two previous aspects of your choice ends.
2
Warrior Druid (Adv)
Choose another Warrior Druid benefit you
weren’t able to start with. Whether you’re an initiate or an
adept, you can take this feat twice to gain the two Warrior
Druid benefits you are missing:
Your base hit points are 7 + CON mod instead of 6 + CON mod.
3
Improved Initiative (Adv)
Gain a +4 bonus to Initiative checks.
Equipment
GP:
Bearfur coat
Stick
Sharp stone
Nice suit
Healing potion
Magic Items
Verdant boots
Incremental Advances
Ability Score Bonus
Hit Points
Talent
Magic Item slot
Feat
Skills (+1)
Power / Spell
Icon rel. (ask GM)
Animal Companion level (ask GM)
Flexible attacks
You must choose which flexible attacks you know. If you like, you
can change the flexible attacks you know when you gain a level.
You can select any of the following flexible attacks beginning
at 1st level. As you’ll see, some of the attacks are capable of
synergizing with other druid talents, but the red claw attack
requires you to have the Animal Companion talent, and wild
harmony won’t do much unless you’re a Wild Healer.
1
Beast Spirits
Flexible once-per-battle melee attack
Triggering Roll: Natural 18+ if you are a Shifter adept
Effect: After the attack, as a free action you can cast one of the four
spells listed below this attack: behemoth’s endurance, bull’s strength,
cat’s grace, or owl’s wisdom. You choose which spell to cast. Using
beast spirits is normally the only way to access these spells.
Special: The four beast spirits spells last until the end of the
battle or until the target falls unconscious. If the target already
has a beast spirits spell effect on it, that spell is cancelled when
a new beast spirits spell targets it.
Behemoth’s Endurance ♦ Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another beast
spirits spell, the target gains a +2 bonus to PD and temporary hit
points equal to your level + your Wisdom modifier.
Bull’s Strength ♦ Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another
beast spirits spell, the target gains a +1 bonus to melee attacks.
Cat’s Grace ♦ Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another
beast spirits spell, the target gains a +1 bonus to AC.
Owl’s Wisdom ♦ Close-quarters spell
Free action to cast when triggeredi
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another
beast spirits spell, the target gains a +2 bonus to MD and a
+1 bonus to saves.
2
Strength of Earth
Flexible once-per-battle melee attack
Triggering Roll: Natural even roll
Effect: Each enemy engaged with you can’t attempt to disengage
(save ends). They can still move away and take opportunity
attacks, if they wish.
Spells (Lvl 1)
Spells (Lvl 1)
Character description
Most of the time Rend runs around as a grizzlybear wearing a few leather straps resembling a muzzle. But in case of an emergency, the straps will really easilly come of. In this form he stands almost three meters tall when standing upright, with a brown fur with black streaks. When shifted into woodelf form he's wearing not muych more than a loincloth and a bearhead-cloak, with a lot of scars covering his body
Background story
When I was born as a bear I clawed my way out of my woodelf mother's womb. Unfortunately she died in the process, which my father never forgave me. He locked me up the first few days to deal with my mothers funeral and then left me in the woods to die, far away from the elf villages. A motherbear found me and raised me like one of her own, but I was always the odd one out.