(http://i656.photobucket.com/albums/uu284/Asherah_photos/Jungle_HalfElven-Druid.jpg?t=1257203555)<br/><br/>Name: Tae' Laiah<br/>Player:  Elven Sex Goddess<br/>Class/Level:  Druid /  5th<br/>Experience/Next Level:  10,000/15,000<br/>Race:  Jungle Half-Elf<br/>Gender:  Female<br/>Age: 26<br/>Size:    Medium<br/>Height:    5' 4"<br/>Weight:    130 lb<br/>Skin:    Tan<br/>Eyes:    Blue<br/>Hair:    Light Brown; Straight<br/>Deity:  Rillifane Rallathil,  Elven god of nature.<br/>Alignment:  True Neutral<br/><br/>Strength 12(+1)<br/>Dexterity 14(+2)<br/>Constitution 13(+1)<br/>Intelligence 13(+1)<br/>Wisdom 18(+4)<br/>Charisma 16(+3)<br/><br/>Hit Points: 37<br/>Speed:  30'<br/>Initiative: +2<br/>Armor Class: 18= 10 + 5 [leather/+1 Darkwood shield] +2 [dexterity] +1 [Amulet natural armor]<br/>Touch AC: 12<br/>Flat-footed: 13<br/>Saving Throws:<br/><br/>Fortitude save:+5 = 4 [base] +1 [con]<br/>Reflex save:+3 = 1 [base] +2 [dex]<br/>Will save:+8 = 4 [base] +4 [wis]<br/><br/>Base Attack Bonuses:<br/><br/>Attack (handheld):+4 = 3 [base] +1 [str]<br/>Attack (unarmed):+4 = 3 [base] +1 [str]<br/>Attack (missile):+3 = 3 [base] +2 [dex]  -2 [shakey]<br/>Grapple check:+4 = 3 [base] +1 [str]<br/><br/>Carrying Capacity:<br/><br/>Light load:  43 lbs or less<br/>Medium load:  44-86 lbs<br/>Heavy load:  87-130 lbs<br/>Lift over head:  130 lbs<br/>Lift off ground:  260 lbs<br/>Push or drag:   650 lbs<br/><br/>Languages:Common Druidic Elven, Feline<br/><br/>Feats:<br/>Natural Spell<br/>Spell Focus (Conjuration)<br/>Augmented Summoning [Flaw-bonus feat]<br/><br/>Flaws:<br/>Shakey [-2 all range attacks/Big breasts get in way]<br/><br/>Traits:<br/>Skill Name  Key Ability Skill Modifier Ability Modifier Ranks Misc.Modifier<br/>Appraise     Int           2 =                +1                1<br/>Balance     Dex*         2 =               +2<br/>Bluff         Cha           5 =               +3                       +2 [jungle half-elf]<br/>Climb        Str*          1 =               +1<br/>Concentration Con      9 =               +1              +8<br/>Diplomacy  Cha          8 =               +3              +5<br/>Disguise    Cha          3 =               +3<br/>Escape Artist  Dex*   2 =                2<br/>Gather Info Fha        3 =               +3<br/>Handle Animal Cha     9 =              +3               +6<br/>Heal  Wis                 4 =              +4<br/>Hide  Dex*               2 =              +2<br/>Jump Str*               1 =               +1<br/>Knowledge (nature) Int 10 =          +1             +5   +2 [druid] +2 [survival]<br/>Listen Wis              7 =                +4             +2   +1 [half-elf]<br/>Move Silently Dex*  2 =                +2<br/>Ride  Dex               5 =                +2            +1    +2 [handle animal]<br/>Search Int             2 =                +1                    +1 [half-elf]<br/>Sense Motive Wis   6 =                +4                    +2 [jungle half-elf]<br/>Spot  Wis             7 =                 +4           +2     +1 [half-elf]<br/>Survival Wis        14 =                +4            +8     +2 [druid]<br/>Swim Str**          2 =                +1            +1<br/>Use Rope  Dex      2 =                +2<br/><br/>* = check penalty for wearing armor<br/>Handle Animal >=5 ranks gives +2 on wild empathy checks.<br/>Know Nature >=5 ranks gives +2 on survival checks above ground.<br/><br/>Jungle Half-Elf:<br/>Immune to magical sleep<br/>+2 racial bonus on saves vs. enchantments<br/>Low-light vision (darkvision if half-drow)<br/>+1 racial bonus on listen, search, and spot checks<br/>+2 racial bonus on diplomacy and gather information checks<br/>+2 racial bonus on bluff and sense motive checks<br/><br/>Druid:<br/>Spontaneous Casting (summon nature's ally)<br/>Animal Companion<br/>Wild Empathy<br/>+2 on Knowledge (nature) and Survival (already included)<br/>Woodland Stride (level 2)<br/>Trackless Step (level 3)<br/>Resist Nature's Lure (level 4)<br/>Wild Shape (level 5)<br/>Venom Immunity (level 9)<br/>A Thousand Faces (level 13)<br/>Timeless Body (level 15)<br/>High wisdom gains bonus spells daily<br/><br/>Spells:<br/>0 lv:  5/day   DC 14<br/>1st lv 4 (3+1}/day  DC 15<br/>2nd lv 3 (2+1)/day DC 16<br/>3rd lv 2 (1+1)/day DC 17<br/><br/>Standard spells usually taken;<br/>0 lv:  Create water, cure minor wounds, detect magic, detect poison,  Light<br/>1st;  Cure light wounds, endure elements,  entangle, obscuring mists<br/>2nd; Bears Strength,  heat metal, Soften earthen and stone, warp wood<br/>3rd; cure moderate wounds,  magic fang greater<br/><br/>Weapons/Armor<br/><br/>Dagger [1d4+1 crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]<br/>Short Spear [1d6+1, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]<br/>Sling [1d4,+1 crit x2, range inc. 50 ft., 0 lb, bludgeoning]<br/>Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]<br/>Darkwood shield [light; +3 AC; +1 magic enhancement; check penalty 0; 5 lbs]<br/><br/>Tae' Laiah's Equipment:<br/><br/>Sling bullets (group of 10) x1<br/>Candle<br/>Earplugs<br/>Fishhook<br/>Flint and steel<br/>Oil flask<br/>Pouch x3<br/>Sacks x1<br/>Soap<br/>Torches x1<br/>Waterskins x1<br/>Holly and mistletoe<br/>Spell component pouch<br/><br/>Magic Items:<br/><br/>Amulet of Natural Armor +1<br/>2 Potions of  Cure serious wounds<br/><br/><br/>Weight carried 43 lbs<br/>Monetary:  GP 219  CP 8  [pouch 1 GP 19 CP 8,  Pouch 2 hidden GP 200]<br/><br/>Pack Animal: Donkey<br/><br/>Size/Type:     Medium Animal<br/>Hit Dice:    2d8+2 (16 hp)<br/>Initiative:    +1<br/>Speed:    30 ft. (6 squares)<br/>Armor Class:    13 (+1 Dex, +2 natural), touch 11, flat-footed 12<br/>Base Attack/Grapple:    +1/+1<br/>Attack:    Bite +1 melee (1d2)<br/>Full Attack:    Bite +1 melee (1d2)<br/>Space/Reach:    5 ft./5 ft.<br/>Special Attacks:    —<br/>Special Qualities:    Low-light vision, scent<br/>Saves:    Fort +4, Ref +4, Will +0<br/>Abilities:    Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4<br/>Skills:    Balance +3, Listen +3, Spot +2<br/>Feats:    Endurance<br/><br/>Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.<br/><br/>Saddle Pack (holds 20 lbs)<br/>Roots, flowers (pollens)  20 lbs worth for trade to the Apothecary's<br/><br/>Animal Companion: Cheetah  - Kar<br/><br/>Size/Type: Medium Animal Hit Dice: 3d8+6 (26 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent, sprint Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4<br/><br/>Cheetahs make sudden sprints to bring down prey.<br/>Trip (Ex)<br/>A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.<br/>Sprint (Ex)<br/>Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.<br/>Link, Share spells.<br/><br/>Background:   Tae' Laiah is from the deep lush jungles.  Born into a tribe of human to a tribeswoman with her father being a Wood elf.  From a young age the call of nature resided in her.  The call of the wild, the primal of the land.   Drawn to this, she is accepted into the circle of wild elf druids.  Tasked in going out to learn about the world.  Beyond her jungle, she would travel.  Traveling with her trusted companion a Cheetah named Kar.  And now with a Donkey.  To carry the various roots plants and flowers she harvests for the apothecaries in the town within the Elran.   Having taken up such.  When she had found many of poor dogs dead.  Near torn up grounds.   Dogs that had been trained to dig up roots. And used by greedy humans to did up mandrake root.  Doing this so when the often fatal shriek came from the root is set off.  The owner would be safe in distance.  An then could come and get the root for it is only one time.   That is how it started with her making her little trip.  To the trading point.  It soon expanded to other types of roots, plants and flowers.  Rare items that the apothecaries can make into potions and salves.<br/><br/>Most often used Wild shapes;<br/><br/>Lion form;  Ability stat changes  Str 21 (+5)  Dex 17 (+3) Con 15 (+2)<br/>AC 15  FF/T  12/12   Move 40'<br/>Attacks;  2 Claws  +8 1d4+5 ea,  bite +4 1d8+2  w/pounce 2 rake attacks +8 1d4+2<br/>Grapple +12<br/>Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.<br/><br/>Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.<br/><br/>Rake (Ex): Attack bonus +8 melee, damage 1d4+2.<br/><br/>Usual Summon Nature Ally with Adjusted Augmented Summoning worked in:<br/><br/>Summon Nature Ally Lv1;<br/>WOLF<br/>Size/Type:    Medium Animal<br/>Hit Dice:    2d8+8 (17 hp)<br/>Initiative:    +2<br/>Speed:    50 ft. (10 squares)<br/>Armor Class:    14 (+2 Dex, +2 natural), touch 12, flat-footed 12<br/>Base Attack/Grapple:    +1/+2<br/>Attack:    Bite +5 melee (1d6+3)<br/>Full Attack:    Bite +5melee (1d6+3)<br/>Space/Reach:    5 ft./5 ft.<br/>Special Attacks:    Trip<br/>Special Qualities:    Low-light vision, scent<br/>Saves:    Fort +5, Ref +5, Will +1<br/>Abilities:    Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6<br/>Skills:    Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*<br/>Feats:    TrackB, Weapon Focus (bite)<br/><br/>Summon  Nature Ally Lv 2;<br/>HIPPOGRIFF<br/>Size/Type:    Large Magical Beast<br/>Hit Dice:    3d10+ 15 (31 hp)<br/>Initiative:    +2<br/>Speed:    50 ft. (10 squares), fly 100 ft. (average)<br/>Armor Class:    15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<br/>Base Attack/Grapple:    +3/+13<br/>Attack:    Claw +8 melee (1d4+6)<br/>Full Attack:    2 claws +8 melee (1d4+6) and bite +3 melee (1d8+3)<br/>Space/Reach:    10 ft./5 ft.<br/>Special Attacks:    —<br/>Special Qualities:    Darkvision 60 ft., low-light vision, scent<br/>Saves:    Fort +6, Ref +5, Will +2<br/>Abilities:    Str 22, Dex 15, Con 20, Int 2, Wis 13, Cha 8<br/>Skills:    Listen +4, Spot +8<br/>Feats:    Dodge, Wingover<br/><br/>Summon Nature Ally lv 3;<br/>LION<br/>Size/Type:    Large Animal<br/>Hit Dice:    5d8+20 (42 hp)<br/>Initiative:    +3<br/>Speed:    40 ft. (8 squares)<br/>Armor Class:    15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12<br/>Base Attack/Grapple:    +3/+14<br/>Attack:    Claw +9 melee (1d4+7)<br/>Full Attack:    2 claws +9 melee (1d4+7) and bite +4 melee (1d8+3)<br/>Space/Reach:    10 ft./5 ft.<br/>Special Attacks:    Pounce, improved grab, rake 1d4+2<br/>Special Qualities:    Low-light vision, scent<br/>Saves:    Fort +6, Ref +7, Will +2<br/>Abilities:    Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6<br/>Skills:    Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5<br/>Feats:    Alertness, Run