Ephram

A genial druid from the Coras

Description:

Str: 13
Dex: 12
Con: 12
Int: 14
Wis: 20
Cha: 12

AC: 15
HP: 41
Melee: +6, Ranged: +6, CMB: +7, CMD 18

Claws
7 [+5 BAB, +1 STR, 1 Amulet] (1d4 + 2)

Gear
Belt of Foraging
Druid’s Vestment
Shifter’s Headband
+1 Amulet of Mighty Fists
Darkleaf Lamellar
Handy Haversack

Feats

Natural Spell: Can cast spells while in wild shape. Allows replacement of V,S components with animal equivalents.

Aspect of the Beast: Gain 2 primary claw attacks. 1d4 each

Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select (Conjuration)

Augmented Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Escape Route

Class and Racial Abilities

Daylight: Racial Spell Like ability, usable once per day. Causes touched object to shed Bright light in a 60 foot radius. Duration: 70 minutes
If Daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): 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 (seeUsing Skills). 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 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.

Woodland Stride (Ex): 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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): 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.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

Wild Shape: 3/day, 7 hours per use.

Currently Functions as Beast Shape III, Elemental Body I.

Bio:

Backstory

Ephram was born and raised in the Coras mountains by his mother Jardena.

Jardena was a former member of the League of Roots and a Veteran of the End of Eternity. Near the end of the war, she found that the League was getting very political and subsequently left, eventually finding herself settling in the Coras mountains. Here she felt she could do the most good by preserving as much of the nature left in the mountain as she could, as well as research the outlands and it’s denizens first hand in the hopes of one day finding a way to eliminate them all together.

While there she gave birth to Ephram and raised him as a druid in the hopes that one day he would take her place as warden of the mountain. She taught him about the balance of nature and how the outlands are a threat to that balance. She taught him the ways of the animals and the cycle of the seasons. And Ephram loved it all.

From a very young age Ephram showed great aptitude for the art of shape-shifting, frequently joining his mother on excursions through the mountain. They would often spend time with various herds and packs that were struggling more than the others, especially those affected by visiting denizens, bandits and the like. Grazing with the deer and moose, coaxing the greenery to grow a little faster. Hunting with the wolves, leading them towards the larger herds that could spare a few members. Somewhat to the dismay of Jardena, Ephram developed an affinity towards the wolves, reveling in the challenge and the thrill of the hunt and the satisfaction of success.

One year a group of trappers came through the mountain that had were hunting for wolf pelts, and unfortunately kill a large portion of the population before Jardena was able to drive them away. So over the following year while they were rebuilding the wolf population, Ephram became close friends with a young she-wolf by the name of Midna. The two of them would frequently go out on hunting excursions just the two of them and eventually they came to regard each other as something akin to siblings.

Eventually, time started to catch up with Jardena and though kept young by the timelessness of the druids her life was coming to an end. In the last few months before her death, she retreated to a cave in the mountain that they used as a home when they were not out with the forest. There she meditated, sometimes coming halfway out to ramble for a time before immersing herself again. As she neared the end, these slips became more frequent with her ramblings shifting to be more focused on how she felt that the cure for the Outlands was just out of her reach. She seemed convinced that the cure somehow had to do with “ash”, but she passed before she could reveal more.

After his mother’s passing, Ephram came to realize that he would need help and more information to cure the outlands, and so set out for the world of man, the Western Gate.

Physical Description

Ephram is very tall and lean, and although he is not particularly adept physically he overcomes this by his expert use of shape-shifting. He has brown hair coming down to just above his shoulders, a matching beard and his striking emerald eyes are the only hint at his Aasimar lineage.

Speaks: Common, Druidic, Sylvan, Dwarven, Celestial

Personality

Ephram knows very little about the customs and balance of society and as a result prefers not to intervene but rather observe and learn as much as he can. Most of his interactions with people have come from the bandits and the few crazed mages that wandered onto the mountain so he tends to be very cautious towards new people, especially those identified as bandits and trappers. However once you have earned his trust it is very difficult to loose.

Ephram

The Ashen Legacy Zephyr_of_Light