<hr/><strong>CC APPROVED:</strong>Yes<br/><strong>SHEET APPROVED:</strong>Yes<br/><strong>PLEASE CHECK:</strong>No (Sheet Complete)<br/><br/><hr/><div class="floatleft">(https://elliquiy.com/elluiki/images/a/ac/Girl_out_of_the_swamp.jpg)</div><hr/><span class="bbc_font" style="font-family: impact;"><strong><span class="bbc_size" style="font-size: 24pt;">Shara</span></strong></span><br/><hr/><em>Lvl 5 Human Female Druid</em><br/><strong>HP:</strong>40<br/><strong>AC:</strong>16<br/><strong>Standard Perception:</strong>12<hr/><br/><strong>Class: </strong>Druid with Swamp Druid (https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-archetypes/swamp-druid/)<del>OR Reincarnated Druid (https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-archetypes/reincarnated-druid/) Archetype</del><br/><strong>Adventuring Party:</strong>House Nox<br/><br/><strong>Brief History:</strong><br/><br/>Back in the Old Country, Shara was found by House Nox soldiers naked and alone in a shelter in the hollow of a tree in a swamp.  She seemed fragile, defenseless, weak, and so they took her captive, enjoyed her vigourously, and enslaved her to the house.<br/><br/>She seemed a willing, if simple, servant - until one of the Vampires of the house saw her.  The old lord could smell her blood at sixty yards, from three rooms away, and it was ...<em>wrong.</em>It smelt of fae magic, a delightful spice on it's own, but it also smelt of ... elf, gnome,<em>satyr?</em>And through it all, the ashen, rotten undercurrent of decay, a river of<em>death,</em>over and over again, crashing through her veins like the tide of<em>centuries.</em><br/><br/>Shara knew nothing of this, but that day she was on a ship<em>away.</em>To the Dark Continent - from whence she felt a pulling.  Was it the cycle of life and decay of the bogs and jungles of the place?  The time that was as fractured as her memory?  Or was it the sense of<em>homecoming?</em>She has never verbalized it, but after three months of servitude her magic spoke for the first time - and House Nox has found, from the lowest classes of it's menial servants, a preternaturally skillful guide into the wilds of the Dark Continent.<br/><br/><strong>Brief Personality:</strong><br/>"I remember ..."<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trigger: Dissociation, slavery, rape</div><div class="spoiler_body">This place is my home.  I am exploring it.  I remember that it will have always been my home.  It used to have always been my home and it will again have always been my home.<br/><br/>When I say things like that, they look at me strangely.  Sometimes it is confusion.  Sometimes it is fear.<br/><br/>Other times, they look at me and it is not so strange.  Sometimes it is wanting.  Sometimes it is anger.  Sometimes it is still fear, but different.  Hotter, less sour.<br/><br/>They say they own me - this means nothing.  They tell me to do things and I do them, because why should I not?  I will outlast them all, even the old lords.  I will have always been here.  I have always been here before.  They tell me that I rut like a beast, that I pant like a bitch in heat, that my tongue hangs out.  They don't understand.<br/><br/>This place will have had always been my home.</div></div><br/>Shara is obedient - perhaps to a fault.  She will allow others to make demands of her and she will almost always go along willingly.  She may not wear a collar - she doesn't seem to need one.<br/><br/>She doesn't talk much, but when she does ... it seems to<em>mean</em>something.  Or it's insane nonsense.<br/><br/><strong>Ons:</strong>Pan- (omni?)sexual.  Ask for a caring massage? You'll get one.  Tell her to choke on it?  She will.  Groups, oral, anal, public use, casual harassment are also all good.<br/><br/><strong>Offs:</strong>Romance.  She doesn't get it.  Scat, vore, sounding.<br/><br/><strong>Connections:</strong><br/><br/>[✓] Witness - Who saw Shara first do magic? How did Davriel react?<br/>[✓] Provisioner - Who equipped Shara? Did<em>anyone</em>equip her, or did she just ... find the things that were hers?<br/>[ ] love interest - Walk me through it.<br/>[✓] friend - It's possible - she'd be the weird friend who maybe doesn't wear things unless you give them to her to wear and chews on roots and leaves.<br/>[✓] enemy - Maybe you just don't like her?  Maybe you're afraid of the bog-priestess?<br/>[✓] other - Open to ideas.<br/><br/><div class="floatright">(https://elliquiy.com/elluiki/images/2/29/Guardian_Druidess.png)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vital Summary</div><div class="spoiler_body">HP: 40/40  Fort: +7 Refl: +5 Will: +11 AC 16 Flat 14 Touch 12 CMD 13<br/>Init: +6 Perception: +12 (Passive 22) Low-Light Vision<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Languages</div><div class="spoiler_body">Common, Druidic, Sylvan, Draconic</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Attributes</div><div class="spoiler_body"><tt class="bbc_tt">STR 7 -2  DEX14 +2  CON14 +2<br/>INT14 +2  WIS20 +5  CHA11 +0</tt></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat calcs</div><div class="spoiler_body"><tt class="bbc_tt">           Total    Base   Attr   Misc   Armr<br/>Ranged Att   5       3      2       <br/>Melee Att    1       3     -2<br/>Fort         7       4      2      1<br/>Refl         5       1      2      2<br/>Will        11       4      5      2<br/>AC          16      10      2      0      4<br/>CMD         13      13     2-2</tt></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body"><tt class="bbc_tt">                        Total          Ranks  Attr   Misc   In-Class<br/>Craft (Alchemy)           12             5      2      2      3<br/>Disable Device            13             5      2      3      3<br/>Knowledge (Geography)     10             5      2             3<br/>Knowledge (Nature)        12             5      2      2      3<br/>Perception                13             5      5             3<br/>Stealth                   13             5      2      3      3<br/>Survival                  15             5      5      2      3</tt><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Secondary Skills</div><div class="spoiler_body"><tt class="bbc_tt"><br/>Climb                    -2              0     -2 <br/>Jump                     -2              0     -2<br/>Knowledge (Local)         4              0      2            <br/>Knowledge (Other)         2              0      2            <br/>Sense Motive              5              0      5           </tt></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spell Focus: Conjuration</div><div class="spoiler_body"> Shara adds +1 to the Difficulty Class for her Conjuration spells.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Augment Summoning</div><div class="spoiler_body"> Summoned creatures gain +4 Str and Con for the duration of the spell</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Improved Initiative</div><div class="spoiler_body"> +4 Initiative</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Superior Summoning</div><div class="spoiler_body">Each time Shara casts a summoning spell that conjures more than one creature, she adds one to the total number of creatures summoned.</div></div><br/><br/><br/>Druidic Weapon and Armour Proficiencies</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Race</div><div class="spoiler_body"><strong>Bonus Feat:</strong> Humans select one extra feat at 1st level.<br/><br/><strong>Heart of the Fey:</strong> Shara has low-light vision, a +1 racial bonus on Reflex and Will saves, and treats Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Favoured Class Bonuses</div><div class="spoiler_body">Level 1-4: +1 Skill Point</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body">Shara casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. She must choose and prepare her spells in advance.<br/><br/>To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.<br/><br/>Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).<br/><br/>A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spontaneous Casting</div><div class="spoiler_body">Shara can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nature Bond: Druidic Herbalism</div><div class="spoiler_body">Shara can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.<br/><br/>Shara can create a number of free herbal concoctions per day equal to her Wisdom modifier (although she must still take the normal time to do so). Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids <em>can</em> sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares), although it is supremely unlikely that Shara will have any interest in entrepreneurial capitalism.<br/><br/>At 4th level, Shara’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.<br/><br/>Additionally, at 4th level, when Shara creates <em>additional</em> concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.<br/><br/><del>At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.<br/><br/>Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.</del></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nature Sense</div><div class="spoiler_body">Shara gains a +2 bonus on Knowledge (nature) and Survival checks.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wild Empathy</div><div class="spoiler_body">Shara can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.<br/><br/>The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br/><br/>To use wild empathy, Shara and the animal must be able to study each other, which means that they 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.<br/><br/>She 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.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Marshwight</div><div class="spoiler_body">Shara gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Survival checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Swamp Strider</div><div class="spoiler_body">Shara suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Pond Scum</div><div class="spoiler_body">Shara gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A swamp druid also gains DR/— equal to half her druid level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm.</div></div><br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Traits</div><div class="spoiler_body"><strong>Reincarnated:</strong> Shara is not her name - it was simply given to her, a corruption of a word that means "girl."  Shara has died before and will die again.<br/>She has a +2 trait bonus on saving throws against fear and death effects.<br/><br/><strong>Silent Hunter:</strong> Shara has a +1 trait bonus on Stealth checks, and Stealth is always a class skill for her.<br/><br/><strong>Trap Finder (Campaign):</strong> Shara gains a +1 trait bonus on Disable Device checks, and that skill is always a class skill for her. In addition, she can use Disable Device to disarm magic traps, like a rogue.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Attacks</div><div class="spoiler_body"><tt class="bbc_tt">  <br/>Unarmed<br/>Att +1 1d3-2    20x2<br/><br/>Quarterstaff<br/>Att +1 1d6-2    20x2<br/></tt></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gear</div><div class="spoiler_body"><tt class="bbc_tt">Carry Capacity   0-23  24–46  47–70<br/><br/>Staff<br/>Weight 4 lbs<br/>Damage Attack +1; 1d6-2 x2 Bludgeoning<br/><br/>Darkleaf Hide Shirt +1<br/>Weight 9 lbs.<br/>Armor Bonus +4; Max Dex Bonus +6; Armor Check Penalty 0<br/>Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.<br/><br/>Cloak of Resistance +1<br/>Weight 1lb.<br/></tt><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Handy Haversack</div><div class="spoiler_body">A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.<br/><br/>While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.</div></div><br/>Weight 5lbs<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ring of Sustenance</div><div class="spoiler_body">This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cat Burglar's Boots</div><div class="spoiler_body">These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks.<br/><br/>Once per day as an immediate action, the wearer of cat burglar’s boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse). In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves’ tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.</div></div><br/>Weight 1lb.<br/><br/><br/><br/>Alchemist's lab<br/>40 lbs<br/>+2 Circumstance to Craft (Alchemy)<br/><br/>Bedroll<br/><br/>Messkit<br/><br/>Soap<br/><br/>Waterskin<br/><br/>Empty vials x37<br/>Poultices:<br/>Level 1<br/>10x Cure Light Wounds, CL4, 1d8+4<br/>1x Endure Elements, CL4<br/>1x Longstrider, CL4, 4hr<br/>1x Ant Haul, CL4, 8hrs<br/>1x Keen Senses, CL4, 4min +2Perception, gain Lowlight or double Lowlight vision distance<br/>1x Touch of the Sea, CL4, 4min Swim 30'<br/>1x Pass Without Trace, CL4, 4hr<br/>1x Shillalagh, CL4, 4min 2d6+1<br/><br/>Level 2<br/>1x Restoration, Lesser, CL4<br/>1x Soften Earth and Stone, CL4, 4x10' square<br/>1x Spider Climb, CL4<br/>1x Soothing Word, CL4<br/>1x Cat's Grace, CL4<br/>458 gold<br/>7 silver<br/>  <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body">Prepared:<br/>Cantrips:<br/>Create Water<br/>Detect Magic<br/>Light<br/>Spark<br/><br/>Level 1:<br/>Entangle x2<br/>Faerie Fire<br/>Windy Escape<br/>Obscuring Mist<br/><br/>Level 2:<br/>Euphoric Cloud (Fort DC 18) x2<br/>Summon Swarm<br/><br/>Level 3<br/>Sleet Storm<br/>Stone Shape<br/>Thorny Entanglement x2 (Downgraded 4th and 5th level slots)<br/></div></div></div></div><br/>