Player Name: Nazora<br/>Character Name: Melody Caspiona<br/>Character Gender: Female<br/>Character Race: Human<br/>Character Class: Druid3<br/><br/>XP and Level: 3000 xp, lvl 3<br/>Alignment: Neutral Good<br/>Patron Deity: Ehlonna<br/>Size: Medium<br/>Movement: 30 ft<br/><br/>Age: 20 years<br/>Height: 5'04"<br/>Weight: 113 lbs<br/>Skin: Pale & Fair<br/>Hair: Platinum Blond<br/>Eyes: Blue<br/>Breast Size: C cup<br/>Pubic Hair: Manicured<br/><br/>Description:<br/>Soft, full, hair hangs lightly about her shoulders. She keeps a demure appearance, preferring to remain in the background, keeping her head bowed most times. She used to wear a heavy brown cloak and prefers such garb to keep herself and her form hidden. Her eyes are a piercing blue, yet soft. Light pink, soft lips, her lower lip well formed and slightly bulged. Her body supple, perfectly proportioned, her curves leaving her highly desirable when exposed. Her hands and feet are delicate and slim, long slender fingers, slight feet.<br/><br/>Background:<br/>Was born in a small village between Daron and the southern forests. Her childhood caused her much pain, as her father was cruel and dominated the family with an iron fist. At the age of fifteen, Melody was subject to be sold and decided to run away instead, as the true object of her love and her hope for a better life had been murdered by her own father as punishment for courting his daughter and property. She remained in the woods, communing  with nature until one day she wandered too close to a road and was taken captive.<br/><br/>Strength: 8 (-1)<br/>Dexterity: 14 (+2)<br/>Constitution: 14 (+2)<br/>Intelligence: 10 (+0)<br/>Wisdom: 15 (+2)<br/>Charisma: 16 (+3)<br/><br/>Hit Points: 23<br/>Initiative: +2 (+2 dex)<br/><br/>Armor Class: 12 (10 +2 dex)<br/>Touch Armor Class: 12 (10 +2 dex)<br/>Flat-footed Armor Class: 10 (10)<br/><br/>Fort Save: +5 (+3 base +2 con)<br/>Ref Save: +3 (+1 base +2 dex)<br/>will Save: +5 (+3 base +2 wis)<br/><br/>Base Attack Bonus: +2<br/>Grapple: +1 (+2 bab -1 str)<br/>Melee Attacks: +1 (+2 bab -1 str)<br/>Ranged Attacks: +4 (+2 bab +2 dex)<br/><br/>Skills: 30 (5 per level)<br/>Appraise: +0 (+0 int)<br/>Balance: +2 (+2 dex)<br/>Bluff: +3 (+3 cha)<br/>Climb: -1 (-1 str)<br/>Concentration: +2 (+2 con)<br/>Control Shape: +2 (+2 wis)<br/>Craft (Other): +0 (+0 int)<br/>Diplomacy: +8 (+5 ranks +3 cha)<br/>Disguise: +3 (+3 cha)<br/>Escape Artist: +2 (+2 dex)<br/>Forgery: +0 (+0 int)<br/>Gather Information: +3 (+3 cha)<br/>Handle Animal: +8 (+5 ranks +3 cha)<br/>Heal: +8 (+6 ranks +2 wis)<br/>Hide: +2 (+2 dex)<br/>Intimidate: +3 (+3 cha)<br/>Jump: -1 (-1 str)<br/>Knowledge (Nature): +5 (+1 ranks +4 misc)<br/>Listen: +7 (+5 ranks +2 wis)<br/>Move Silently: +2 (+2 dex)<br/>Perform (other): +3 (+3 cha)<br/>Ride: +4 (+2 dex +2 misc)<br/>Search: +0 (+0 int)<br/>Sense Motive: +2 (+2 wis)<br/>Spot: +2 (+2 wis)<br/>Survival: +9 (+5 ranks +2 wis +2 misc)<br/>Swim: +2 (+3 ranks -1 str)<br/>Use Rope: +2 (+2 dex)<br/><br/>Languages: 2 (+1 base +1 misc)<br/>common<br/>Druidic<br/><br/>Feats:<br/>Light Armor Proficiency<br/>Medium Armor Proficiency<br/>Shield Proficiency<br/>Eschew Materials<br/>Spell Focus: Conjuration<br/>Augment Summoning<br/><br/>Racial Abilities:<br/>Bonus Skill point per level<br/>Bonus Feat<br/><br/>Class Abilities:<br/>Animal Companion<br/>Druid weapon Proficiencies<br/>Nature Sense<br/>Trackless Step<br/>Wild Empathy +8<br/>Woodland Stride<br/><br/>0th Level Spells: (4 per day, DC 12)<br/>Create Water: Creates 2 gallons/level of pure water.<br/>Cure Minor Wounds: Cures 1 point of damage.<br/>Detect Magic: Detects spells and magic items within 60 ft.<br/>Detect Poison: Detects poison in one creature or object.<br/>Flare: Dazzles one creature (–1 penalty on attack rolls).<br/>Guidance: +1 on one attack roll, saving throw, or skill check.<br/>Know Direction: You discern north.<br/>Light: Object shines like a torch.<br/>Mending: Makes minor repairs on an object.<br/>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.<br/>Read Magic: Read scrolls and spellbooks.<br/>Resistance: Subject gains +1 bonus on saving throws.<br/>Virtue: Subject gains 1 temporary hp.<br/><br/>1st Level Spells: (3 per day, DC 13)<br/>Calm Animals: Calms (2d4 + level) HD of animals.<br/>Charm Animal: Makes one animal your friend.<br/>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).<br/>Detect Animals or Plants: Detects kinds of animals or plants.<br/>Detect Snares and Pits: Reveals natural or primitive traps.<br/>Endure Elements: Exist comfortably in hot or cold environments.<br/>Entangle: Plants entangle everyone in 40-ft.-radius.<br/>Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.<br/>Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).<br/>Hide from Animals: Animals can’t perceive one subject/level.<br/>Jump: Subject gets bonus on Jump checks.<br/>Longstrider: Your speed increases by 10 ft.<br/>Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.<br/>Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.<br/>Obscuring Mist: Fog surrounds you.<br/>Pass without Trace: One subject/level leaves no tracks.<br/>Produce Flame: 1d6 damage +1/level, touch or thrown.<br/>Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.<br/>Speak with Animals: You can communicate with animals.<br/>Summon Nature’s Ally I: Calls creature to fight.<br/><br/>2nd Level Spells: (2 per day, DC 14)<br/>Animal Messenger: Sends a Tiny animal to a specific place.<br/>Animal Trance: Fascinates 2d6 HD of animals.<br/>Barkskin: Grants +2 (or higher) enhancement to natural armor.<br/>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.<br/>Bull’s Strength: Subject gains +4 to Str for 1 min./level.<br/>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.<br/>Chill Metal: Cold metal damages those who touch it.<br/>Delay Poison: Stops poison from harming subject for 1 hour/level.<br/>Fire Trap M: Opened object deals 1d4 +1/level damage.<br/>Flame Blade: Touch attack deals 1d8 +1/two levels damage.<br/>Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.<br/>Fog Cloud: Fog obscures vision.<br/>Gust of Wind: Blows away or knocks down smaller creatures.<br/>Heat Metal: Make metal so hot it damages those who touch it.<br/>Hold Animal: Paralyzes one animal for 1 round/level.<br/>Owl’s Wisdom: Subject gains +4 to Wisfor 1 min./level.<br/>Reduce Animal: Shrinks one willing animal.<br/>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.<br/>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.<br/>Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.<br/>Spider Climb: Grants ability to walk on walls and ceilings.<br/>Summon Nature’s Ally II: Calls creature to fight.<br/>Summon Swarm: Summons swarm of bats, rats, or spiders.<br/>Tree Shape: You look exactly like a tree for 1 hour/level.<br/>Warp Wood: Bends wood (shaft, handle, door, plank).<br/>Wood Shape: Rearranges wooden objects to suit you.<br/><br/>Money: 0 gold, 0 silver, 0 copper<br/>Weight Allowance: 26 light, 53 medium, 80 heavy, 160 lift, 400 push/drag<br/><br/>Gear:<br/>A simple dress.