Description
- Character Name:
Salix GreenBrother - Campaign:
Kalevan - Player:
karled - Race:
Half Elf - Alignment:
Lawful Neutral - Deity:
Obad-Hai - Gender:
Male - Age:
20 - Size:
m - Height:
6' - Weight:
160 - Complexion:
tanned - Hair:
blond - Eyes:
green - Handedness:
left - Experience:
30375
Levels
- Barbarian:
0 - Bard:
0 - Cleric:
0 - Druid:
8 - Fighter:
0 - Monk:
0 - Paladin:
0 - Ranger:
0 - Rogue:
0 - Sorceror:
0 - Wizard:
0
Ability Scores
| Score | Mod | Temp Score | Temp Mod | |
| STR | 12 | +1 | 0 | -5 |
| DEX | 14 | +2 | 0 | -5 |
| CON | 14 | +2 | 0 | -5 |
| INT | 14 | +2 | 0 | -5 |
| WIS | 18 | +4 | 0 | -5 |
| CHA | 16 | +3 | 0 | -5 |
| Total | Current | Subdual | |
| Hit Points | 55 | 55 | 0 |
Encumbrance
- Lift Over Head
1301xMAX LOAD - Lift Off Ground
2602xMAX LOAD - Push/Drag
6505xMAX LOAD
| Speed | Max Load | Max Dex | Chk Pen | Run | |
| L | 30 | 43 | Norm | Norm | Norm |
| M | 20 | 86 | +3 | -3 | x4 |
| H | 20 | 130 | +1 | -6 | x3 |
- Load: 0
- Speed: 30
Saving Throws
| Total | Base Save | Abi Mod | Magic Mod | Misc Mod | Temp Mod | |||||||
| Fort (Con) | = | 8 | + | 6 | + | 2 | + | 0 | + | 0 | + | 0 |
| Ref (Dex) | = | 4 | + | 2 | + | 2 | + | 0 | + | 0 | + | 0 |
| Will (Wis) | = | 10 | + | 6 | + | 4 | + | 0 | + | 0 | + | 0 |
| Saving Throw Modifiers | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| |
Armor Class
| 18 | = | 10 | + | 3 | + | 2 | + | 2 | + | 0 | + | 1 | Normal AC | Armr Bonus | Shld Bonus | Dex Mod | Size Mod | Misc Mod |
| Arcane Spell Fail: | 0 | Flat Footed: | 16 |
| Armor Check Pen: | 0 | Vs Touch Attack: | 13 |
| AC Modifiers |
|---|
| |
Armor and Protection
| Item | Type | Armor Bonus | Max Dex | Check Pen | Spell Fail | Speed | Wgt |
| Leather Armor +1 | Lt. Armor | 3 | 6 | 0 | 0 | 30 | 15 |
| Heavy Darkwood shield | Shield | 2 | 0 | -1 | 0 | 0 | 5 |
| Amulet of Natural Armor | Nat. Armor | 1 | 0 | 0 | 0 | 0 | 1 |
Initiative
| Initiative | 2 | = | 2 | + | 0 |
| Dex Mod | Misc Mod |
| Initiative Modifiers |
|---|
| |
Attack Bonuses
| Total Attack Bonus | Base Attack Bonus | Abi Mod | Size Mod | Misc Mod | Temp Mod | ||||||
| Melee (Str) | 7/2 | 6/1 | 1 | 0 | 0 | 0 | |||||
| Ranged (Dex) | 8/3 | 2 | 0 | 0 | 0 |
| Attack Bonus Modifiers |
|---|
| |
Weapons
| Item | Attack Bonus | Damage | Critical | Range | Size | Type | Weight | Notes |
| Masterwork Scimitar | 7 | 1D6+1 | 18-20/X2 | NA | M | S | 4 | |
| Club | 4 | 1D6+1 | X2 | NA | M | B | 3 | |
| Club(Thrown) | 5 | 1D6+1 | X2 | 10 | M | B | 3 | |
| Sling | 5 | 1D4 | X2 | 50 | M | B | 0 | 10 bullets = 2.5 lbs |
| Nature's Bolt (+1 Shock Scimitar) | 7 | 1D6+2 plus | 18-20/X2 | NA | M | S | 0 |
Feats and Traits
- Racial Traits:
Immunity to sleep
+2 vs enchantment
Low light vision - Class Features:
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure - Feats:
Combat Casting
Endurance
Natural Spell - Class Feats:
- Languages:
Sylvan, Druidic, Common
Skills
| Skill Mod | Ranks | Abi Mod | Misc Mod | Key Ability | Syn | ||||||
| Appraise | * | @ | 2 | = | 0 | + | 2 | + | 0 | INT | 0 |
| Balance | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Bluff | * | @ | 3 | = | 0 | + | 3 | + | 0 | CHA | 0 |
| Climb | * | @ | 1 | = | 0 | + | 1 | + | 0 | STR | 0 |
| Concentration | * | @ | 13 | = | 11 | + | 2 | + | 0 | CON | 0 |
| Craft | * | @ | 3 | = | 1 | + | 2 | + | 0 | INT | 0 |
| Decipher Script | * | @ | 2 | = | 0 | + | 2 | + | 0 | INT | 0 |
| Diplomacy | * | @ | 9 | = | 4 | + | 3 | + | 2 | CHA | 0 |
| Disable Device | * | @ | 2 | = | 0 | + | 2 | + | 0 | INT | 0 |
| Disguise | * | @ | 3 | = | 0 | + | 3 | + | 0 | CHA | 0 |
| Escape Artist | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Forgery | * | @ | 2 | = | 0 | + | 2 | + | 0 | INT | 0 |
| Gather Information | * | @ | 5 | = | 0 | + | 3 | + | 2 | CHA | 0 |
| Handle Animal | * | @ | 9 | = | 6 | + | 3 | + | 0 | CHA | 0 |
| Heal | * | @ | 10 | = | 6 | + | 4 | + | 0 | WIS | 0 |
| Hide | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Intimidate | * | @ | 3 | = | 0 | + | 3 | + | 0 | CHA | 0 |
| Jump | * | @ | 1 | = | 0 | + | 1 | + | 0 | STR | 2 |
| Knowledge (Nature) | * | 12 | = | 10 | + | 2 | + | 0 | INT | ||
| Listen | * | @ | 7 | = | 3 | + | 4 | + | 0 | WIS | 0 |
| Move Silently | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Open Lock | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Perform | * | @ | 3 | = | 0 | + | 3 | + | 0 | CHA | 0 |
| Profession | * | @ | 4 | = | 0 | + | 4 | + | 0 | WIS | 0 |
| Ride | * | @ | 7 | = | 5 | + | 2 | + | 0 | DEX | 0 |
| Search | * | @ | 2 | = | 0 | + | 2 | + | 0 | INT | 0 |
| Sense Motive | * | @ | 4 | = | 0 | + | 4 | + | 0 | WIS | 0 |
| Sleight of Hand | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Spellcraft | * | @ | 13 | = | 11 | + | 2 | + | 0 | INT | 0 |
| Spot | * | @ | 7 | = | 3 | + | 4 | + | 0 | WIS | 0 |
| Survival | * | @ | 7 | = | 3 | + | 4 | + | 0 | WIS | 0 |
| Swim | * | @ | 4 | = | 3 | + | 1 | + | 0 | STR | 0 |
| Tumble | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
| Use Magic Device | * | @ | 3 | = | 0 | + | 3 | + | 0 | CHA | 0 |
| Use Rope | * | @ | 2 | = | 0 | + | 2 | + | 0 | DEX | 0 |
*: Trained Only @: Armor Check Penalty
Equipment and Money
- Equipment:Scimitar
+1 Shock Scimitar (Nature's Bolt)
club (2)
2 potions of Invisible
1 potion Shielf of Faith
+2 Sling
Bullets (10)
rations (3 days)
rope (silk, 50 ft)
chalk
pack
bedroll
waterskin (2)
flint/steel
needles (2)
thread (1 spool, black)
Healer's Kit (1)
small paring knife
wooden mess kit (4 skewers, 4 bowls, 1 two-tine fork, spoon, 2 cups)
Broach of Obad-Hai
Trackless Step
Wild Empathy
Charm Person/Fey/1/day
Pearl of Power (4th lvl spell) - Equipment on Mount:saddle/bridle
Blanket
Change of clothes
rations (4 days)
Healer's kit (2)
Bullets (20)
| Money | |||||||
|---|---|---|---|---|---|---|---|
| CP | 15 | SP | 10 | GP | 300 | PP | 0 |
Familiar/Mount/Companion
| Noctis | Owl/Great Horned | Magical beast | 5 | |
| Name | Race | Class | Level | Alignment |
| STR | 6 | DEX | 18 | CON | 10 | INT | 2 | WIS | 14 | CHA | 4 |
| Hit Points: 25 | Armor Class: 20 | ||||||||||
| Abilities/Equipment |
|---|
| Move 10', fly 40' Evasion Fly By Attack Weapon Finesse Low Light Vision Link Share Spells Listen +15 Move Silently +18 Spot+7(+8 in shadows) FORT: +3, REF: +7, WILL: +3 Attack: Talons +8, 1D4-3 Initiative: +3 Tricks:Attack, Defend, Down, Guard, Stay, Fetch, Heel, Seek |
Spells
- Spellbook:0-LEVEL DRUID SPELLS (ORISONS)
0Create Water: Creates 2 gallons/level of pure water.
0Cure Minor Wounds: Cures 1 point of damage.
0Detect Magic: Detects spells and magic items within 60 ft.
0Detect Poison: Detects poison in one creature or object.
0Flare: Dazzles one creature (?1 penalty on attack rolls).
0Guidance: +1 on one attack roll, saving throw, or skill check.
0Know Direction: You discern north.
0Light: Object shines like a torch.
0Mending: Makes minor repairs on an object.
0Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
0Read Magic: Read scrolls and spellbooks.
0Resistance: Subject gains +1 bonus on saving throws.
0Virtue: Subject gains 1 temporary hp.
1ST-LEVEL DRUID SPELLS
1-Calm Animals: Calms (2d4 + level) HD of animals.
1-Charm Animal: Makes one animal your friend.
1-Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
1-Detect Animals or Plants: Detects kinds of animals or plants.
1-Detect Snares and Pits: Reveals natural or primitive traps.
1-Endure Elements: Exist comfortably in hot or cold environments.
1-Entangle: Plants entangle everyone in 40-ft.-radius.
1-Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
1-Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
1-Hide from Animals: Animals can?t perceive one subject/level.
1-Jump: Subject gets bonus on Jump checks.
1-Longstrider: Your speed increases by 10 ft.
1-Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
1-Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
1-Obscuring Mist: Fog surrounds you.
1-Pass without Trace: One subject/level leaves no tracks.
1-Produce Flame: 1d6 damage +1/level, touch or thrown.
1-Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
1-Speak with Animals: You can communicate with animals.
1-Summon Nature?s Ally I: Calls creature to fight.
2ND-LEVEL DRUID SPELLS
2-Animal Messenger: Sends a Tiny animal to a specific place.
2-Animal Trance: Fascinates 2d6 HD of animals.
2-Barkskin: Grants +2 (or higher) enhancement to natural armor.
2-Bear?s Endurance: Subject gains +4 to Con for 1 min./level.
2-Bull?s Strength: Subject gains +4 to Str for 1 min./level.
2-Cat?s Grace: Subject gains +4 to Dex for 1 min./level.
2-Chill Metal: Cold metal damages those who touch it.
2-Delay Poison: Stops poison from harming subject for 1 hour/level.
2-Fire Trap M: Opened object deals 1d4 +1/level damage.
2-Flame Blade: Touch attack deals 1d8 +1/two levels damage.
2-Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
2-Fog Cloud: Fog obscures vision.
2-Gust of Wind: Blows away or knocks down smaller creatures.
2-Heat Metal: Make metal so hot it damages those who touch it.
2-Hold Animal: Paralyzes one animal for 1 round/level.
2-Owl?s Wisdom: Subject gains +4 to Wis for 1 min./level.
2-Reduce Animal: Shrinks one willing animal.
2-Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
2-Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
2-Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
2-Spider Climb: Grants ability to walk on walls and ceilings.
2-Summon Nature?s Ally II: Calls creature to fight.
2-Summon Swarm: Summons swarm of bats, rats, or spiders.
2-Tree Shape: You look exactly like a tree for 1 hour/level.
2-Warp Wood: Bends wood (shaft, handle, door, plank).
2-Wood Shape: Rearranges wooden objects to suit you.
3-Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
3-Contagion: Infects subject with chosen disease.
3-Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3-Daylight: 60-ft. radius of bright light.
3-Diminish Plants: Reduces size or blights growth of normal plants.
3-Dominate Animal: Subject animal obeys silent mental commands.
3-Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
3-Meld into Stone: You and your gear merge with stone.
3-Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
3-Plant Growth: Grows vegetation, improves crops.
3-Poison: Touch deals 1d10 Con damage, repeats in 1 min.
3-Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
3-Quench: Extinguishes nonmagical fires or one magic item.
3-Remove Disease: Cures all diseases affecting subject.
3-Sleet Storm: Hampers vision and movement.
3-Snare: Creates a magic booby trap.
3-Speak with Plants: You can talk to normal plants and plant creatures.
3-Spike Growth: Creatures in area take 1d4 damage, may be slowed.
3-Stone Shape: Sculpts stone into any shape.
3-Summon Nature's Ally III: Calls creature to fight.
3-Water Breathing: Subjects can breathe underwater.
3-Wind Wall: Deflects arrows, smaller creatures, and gases.
4-Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
4-Antiplant Shell: Keeps animated plants at bay.
4-Blight: Withers one plant or deals 1d6/level damage to plant creature.
4-Command Plants: Sway the actions of one or more plant creatures.
4-Control Water: Raises or lowers bodies of water.
4-Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4-Dispel Magic: Cancels spells and magical effects.
4-Flame Strike: Smite foes with divine fire (1d6/level damage).
4-Freedom of Movement: Subject moves normally despite impediments.
4-Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
4-Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
4-Reincarnate: Brings dead subject back in a random body.
4-Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
4-Rusting Grasp: Your touch corrodes iron and alloys.
4-Scrying F: Spies on subject from a distance.
4-Spike Stones: Creatures in area take 1d8 damage, may be slowed.
4-Summon Nature's Ally IV: Calls creature to fight. - Memorized Spells:0-Guidance
0-Light
0-Create Water
0-Know Direction
0-Cure Minor Wounds
0-Detect Magic
1-Produce Flame
1-Entangle
1-Entangle
1-Hide from Animals
1-Pass without trace
2-Flame Sphere
2-Heat Metal
2-Summon Swarm
3-StoneShape
3-Neutralize Poison
3-Call Lightning
3-Call Lightning
4-Dispel Magic
4-Ice Storm - Spell Notes:6 5 4 4 3
SPENT SPELLS
2-Flame Sphere
4-Flame Strike
