Name
Rend
Race
Bear (Woodelf)
Class
Druid
Level
4
Alignment
True neutral
Gender
Male
Height
276cm (198cm)
Age
73
Weight
290kg (110kg)
Eyes
Brown
Languages
Common
Hair
Brown with streaks of black
STR
CON
DEX
INT
WIS
CHA
17
19
17
8
8
8
+3
+4
+3
-1
-1
-1
+7
+8
+7
+3
+3
+3
Armor Class
A C
19
Physical Defense
P D
18
Mental Defense
M D
14
Save Bonuses
+0
HIT POINTS
88
RECOVERIES
8
Recovery Roll
4d10+4
Icon Relationships
  • 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)