Description

 

Levels

 

Ability Scores

ScoreModTemp
Score
Temp
Mod
STR12+10-5
DEX14+20-5
CON14+20-5
INT14+20-5
WIS18+40-5
CHA16+30-5
TotalCurrentSubdual
Hit Points55550

Encumbrance

  • Lift Over Head
    130
    1xMAX LOAD
  • Lift Off Ground
    260
    2xMAX LOAD
  • Push/Drag
    650
    5xMAX LOAD
 
SpeedMax
Load
Max
Dex
Chk
Pen
Run
L3043NormNormNorm
M2086+3-3x4
H20130+1-6x3
  • Load: 0
  • Speed: 30
 

Saving Throws

TotalBase
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:
0Flat
Footed:
16
Armor
Check Pen:
0Vs Touch
Attack:
13
AC Modifiers

 

Armor and Protection

ItemTypeArmor
Bonus
Max
Dex
Check
Pen
Spell
Fail
SpeedWgt
Leather Armor +1Lt. Armor36003015
Heavy Darkwood shieldShield20-1005
Amulet of Natural ArmorNat. Armor100001

Initiative

Initiative2=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)7/26/11000
Ranged (Dex)8/32000
Attack Bonus Modifiers

Weapons

ItemAttack
Bonus
DamageCriticalRangeSizeTypeWeightNotes
Masterwork Scimitar71D6+118-20/X2NAMS4
Club41D6+1X2NAMB3
Club(Thrown)51D6+1X210MB3
Sling51D4X250MB010 bullets = 2.5 lbs
Nature's Bolt (+1 Shock Scimitar)71D6+2 plus18-20/X2NAMS0

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
RanksAbi
Mod
Misc
Mod
Key
Ability
Syn
Appraise*@2=0+2+0INT0
Balance*@2=0+2+0DEX0
Bluff*@3=0+3+0CHA0
Climb*@1=0+1+0STR0
Concentration*@13=11+2+0CON0
Craft*@3=1+2+0INT0
Decipher Script*@2=0+2+0INT0
Diplomacy*@9=4+3+2CHA0
Disable Device*@2=0+2+0INT0
Disguise*@3=0+3+0CHA0
Escape Artist*@2=0+2+0DEX0
Forgery*@2=0+2+0INT0
Gather Information*@5=0+3+2CHA0
Handle Animal*@9=6+3+0CHA0
Heal*@10=6+4+0WIS0
Hide*@2=0+2+0DEX0
Intimidate*@3=0+3+0CHA0
Jump*@1=0+1+0STR2
Knowledge (Nature)*12=10+2+0INT
Listen*@7=3+4+0WIS0
Move Silently*@2=0+2+0DEX0
Open Lock*@2=0+2+0DEX0
Perform*@3=0+3+0CHA0
Profession*@4=0+4+0WIS0
Ride*@7=5+2+0DEX0
Search*@2=0+2+0INT0
Sense Motive*@4=0+4+0WIS0
Sleight of Hand*@2=0+2+0DEX0
Spellcraft*@13=11+2+0INT0
Spot*@7=3+4+0WIS0
Survival*@7=3+4+0WIS0
Swim*@4=3+1+0STR0
Tumble*@2=0+2+0DEX0
Use Magic Device*@3=0+3+0CHA0
Use Rope*@2=0+2+0DEX0

*: 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
CP15SP10GP300PP0

Familiar/Mount/Companion

NoctisOwl/Great HornedMagical beast5
NameRaceClassLevelAlignment
STR6DEX18CON10INT2WIS14CHA4
Hit Points: 25Armor 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