[center][url=https://postimg.org/image/8hwchueoh/][img]https://s32.postimg.org/8hwchueoh/druid.png[/img][/url][/center] [url=http://www.myth-weavers.com/sheet.html#id=864411]Vandred Rootvein[/url] Druid 1 HP: 13/13 AC: 17 Considered traitor, outcast from his own clan whose hatred for races that destroy the motherland lead them to wars with the civilized world, Vandred refused to participate in this hate bloodshed thus being considered a traitor to their faith and sent away to choose his own fate and no longer be part of their community, he was given the option to return but only when he proves worthy by the clan. To be worthy meant to retake nature back from those who seek out to destroy it aka the civilized world and deliver justice, spreading the word and name of the his clan around after victories. Despite being disowned of the Rootvein name, he still caries it proudly, since Rootvein was renowned amongst the druids, they were known for reviving entire ecosystems that were considered unsaveable. During the banishing ritual, he was presented with a scythe, which to their clan, was considered a renegade symbol, showing he was clanless druid seeking out redemption. Now, Vandred's clan was one from the forests around the city of Klaus, which is where he decided to travel to make a living as a herbalist with the help of his animal friend from the forest, while still being outside in the wildlife as much as he could, doing his best to be a good person, helping whereever he can. During his time in the clan, he came across an interesting companion, a black panther, he named Fang. [center][img]https://s-media-cache-ak0.pinimg.com/564x/2a/3d/7c/2a3d7cbf6fd27d08ff7a6d8b210b0c3d.jpg[/img][/center] [hider=Fang's Stat Block] Size: Medium Speed: 40 ft. STR = 13 (+1) DEX = 17 (+3) CON = 13 (+1) INT = 2 (-4) WIS = 15 (+2) CHA = 10 (0) HD = 2 HP = 16 (+2 from CON mod) [url=http://www.roleplayerguild.com/rolls/382]HP Roll[/url] AC = 14 = 10(base) + 3(DEX)+ 1(NAT) FORT SAVE = +4 (3Base+1CON) REFL SAVE = +6 (3Base+3DEX) WILL SAVE = +2 (0Base+2Wis) MELEE= +2 (1BAB+1STR) RANGE = +4 (1BAB+3DEX) CMB = +2 (1BAB+1STR) Bonus tricks = 1 [hider=Tricks 3/7] [list] [*]Attack (free) [*]Heel [*]Seek [/list] [/hider] Feats = 1 [hider=Weapon Finesse (Combat)] [i][b]Benefit[/b][/i]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. [i][b]Special[/b][/i]: Natural weapons are considered light weapons. [/hider] Skills = 2 Skill Ranks: [hider=Skills] Acrobatics* = 0 Climb* = 0 Escape Artist = 0 Intimidate = 0 [color=39b54a]Perception* = 4 (1RANK+3CS)[/color] [color=39b54a]Stealth* = 4 (1RANK+3CS)[/color] Survival = 0 Swim* = 0 [/hider] Special: [hider=Link] 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. [/hider][hider=Share Spells] 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 may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. [/hider][hider=Low-light vision] Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. [/hider][hider=Scent] This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. [/hider] Weapons [hider=Primary] Bite: 1d6 2 Claws: 2d4 [/hider] [hider=Special Attacks] Rake: 1d4 A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn. Format: rake (2 claws +8, 1d4+2); Location: Special Attacks. [/hider] [/hider]