Player Name: Sherona<br/>Character Name: Violet<br/>Character Gender: Female<br/>Character Race: Halfling, Lightfoot<br/>Character Class: Druid<br/><br/>XP and Level: 3000 xp, lvl 3<br/>Alignment: Neutral<br/>Patron Deity: Obad-Hai<br/>Size: Small<br/>Movement: 20 ft<br/><br/>Age: 24 years<br/>Height: 3'0"<br/>Weight: 30 lbs<br/>Skin: Fair with a bit of ruddiness in her cheeks.<br/>Hair: Red<br/>Eyes: green<br/>Breast Size: 32B (Remember this is in correlation to a Halfling's body type, an elf, or a human would not be fitting into her bras....)<br/>Pubic Hair:only a shade darker red.<br/><br/>Description:<br/>Violet stands at a proud three foot tall stature, atleast proud amongst her own kind. Red hair that shimmers in the sunlight, hanging to the small of her back in normally tightly woven weave, though when loosened curls almost riotously. Green eyes peer intelligently between slightly upturned eyes, her ruddy cheeks a perpetual rosiness that had she remained with her people she surely would have endeavored to hide.<br/><br/>Her body was slight of frame, muscular from years spent on her own, but not overly lined that her feminity was lost. Loose fitting green tunic adorned her, along with practical tan breeches. A slight belt held a few pouches.<br/><br/>Background:<br/>Violet was much like her other race, being raised as the proper halfling woman. Her family unfortunatly had many girls, and most of the family close friends had already taken one or more of the girl-children in. Thus it was with great reluctance that her father agreed to give her to a stranger clan.<br/><br/>Faced with the thought of their youngest sister being given to strangers, unable to think to trust these strangers to their sister's well being her two older brothers smuggled her out, giving her many supplies and sorting out plans on how to stay in touch so that should she need them she always had the care that a female Halfling should have.<br/><br/>From the onset of puberty Violet lived alone with nature, meeting wtih her brothers, but accepting their help less and less as she slowly grew attached to the woodlands that were now her home. She knew every rock, every twig, and every nook and cranny that the woods had to offer.<br/><br/>Unfortunately one of her brothers got into a mess of gambling debts owed to a particularly voracious hunter of living trophies. When forced with the decision of his life or information, her brother sold her whereabouts to the hunter. Knowing he would fetch a fair price for a rare halfling female slave he made short order of heading out. After many days he managed to track and subdue her, placing her on the caravan heading for the King's harem.<br/><br/><br/><br/>Strength: 6 (-2)<br/>Dexterity: 16 (+3)<br/>Constitution: 10 (+0)<br/>Intelligence: 14 (+2)<br/>Wisdom: 15 (+2)<br/>Charisma: 16 (+3)<br/><br/>Hit Points: 17<br/>Initiative: +3 (+3 dex)<br/><br/>Armor Class: 14 (10 +3 dex +1 size)<br/>Touch Armor Class: 14 (10 +3 dex +1 size)<br/>Flat-footed Armor Class: 11 (10 +1 size)<br/><br/>Fort Save: +4 (+3 base +0 con +1 misc)<br/>Ref Save: +5 (+1 base +3 dex +1 misc)<br/>will Save: +6 (+3 base +2 wis +1 misc)<br/><br/>Base Attack Bonus: +2<br/>Grapple: -4 (+2 bab -2 str -4 size)<br/>Melee Attacks: +3 (+2 bab -2 str +1 misc)<br/>Ranged Attacks: +6 (+2 bab +3 dex +1 misc), +1 with thrown weapons and slings<br/><br/>Skills: 36 (6 per level)<br/>Appraise: +2 (+2 int)<br/>Balance: +3 (+3 dex)<br/>Bluff: +3 (+3 cha)<br/>Climb: +0 (-2 str +2 misc)<br/>Concentration: +0 (+0 con)<br/>Control Shape: +2 (+2 wis)<br/>Craft (Other): +2 (+2 int)<br/>Diplomacy: +3 (+3 cha)<br/>Disguise: +3 (+3 cha)<br/>Escape Artist: +3 (+3 dex)<br/>Forgery: +2 (+2 int)<br/>Gather Information: +3 (+3 cha)<br/>Handle Animal: +9 (+6 ranks +3 cha)<br/>Heal: +2 (+2 wis)<br/>Hide: +7 (+3 dex +4 misc)<br/>Intimidate: +3 (+3 cha)<br/>Jump: +0 (-2 str +2 misc)<br/>Knowledge (Nature): +12 (+6 ranks +2 int +4 misc)<br/>Listen: +10 (+6 ranks +2 wis +2 misc)<br/>Move Silently: +5 (+3 dex +2 misc)<br/>Perform (other): +3 (+3 cha)<br/>Ride: +11 (+6 ranks +3 dex +2 misc)<br/>Search: +2 (+2 int)<br/>Sense Motive: +2 (+2 wis)<br/>Spot: +8 (+6 ranks +2 wis)<br/>Survival: +10 (+6 ranks +2 wis +2 misc), +2 in aboveground natural environments<br/>Swim: -2 (-2 str)<br/>Use Rope: +3 (+3 dex)<br/><br/>Languages: 5 (2 base +2 int +1 misc)<br/>Common<br/>Druidic<br/>Dwarven<br/>Gnome<br/>Halfling<br/><br/>Feats:<br/>Spell Focus: Conjuration<br/>Augment Summoning<br/><br/>Class Abilities:<br/>Druidic Weapon Proficiency<br/>Light Armor Proficiency<br/>Medium Armor Proficiency<br/>shield Proficiency<br/>Animal Companion<br/>Nature Sense<br/>wild Empathy: +8 (+3 level, +3 cha, +2 misc)<br/>Woodland Stride<br/>Trackless Step<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: 15 light, 30 medium, 45 heavy, 90 lift, 225 push/drag<br/><br/>Gear:<br/>One set of clothes.<br/>Holly and Mistletoe.