Kaleigh

Description:

Female Wild Elf Druid 6
True Neutral
Representing Tez

Strength 8 (-1)
Dexterity 20 (5)
Constitution 8 (-1)
Intelligence 6 (-2)
Wisdom 18 (
4)
Charisma 10 (+0)

Size: Medium
Height: 5’ 4"
Weight: 100 lb
Skin: Tan
Eyes: Amber
Hair: Black(red tint) Wavy

Total Hit Points: 19

Speed: 20 feet [armor]

Armor Class: 18 = 10 +3 [hide] +5 [dexterity]

Touch AC: 14 Flat-footed: 13

Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +4 = 5 [base] -1 [constitution]
Reflex save: +7 = 2 [base] +5 [dexterity]
Will save: +9 = 5 [base] +4 [wisdom]
Attack (handheld): +3 = 4 [base] -1 [strength]
Attack (unarmed): +3 = 4 [base] -1 [strength]
Attack (missile): +9 = 5 [base] +4 [dexterity]
Grapple check: +3 = 4 [base] -1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
26 lb. or less
27-53 lb.
54-80 lb.
80 lb.
160 lb.
400 lb.

Languages: Common Druidic Elven

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]

Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.]

Feats:

Agile Run Stealthy

Traits:

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int -2 =
-2

Balance Dex* 8.5 =
+5
+1.5 +2 [agile]
Bluff Cha 0 =
+0

Climb Str* -1 =
-1

Concentration Con -1 =
-1

Craft_1 Int -2 =
-2

Craft_2 Int -2 =
-2

Craft_3 Int -2 =
-2

Diplomacy Cha 0 =
+0

Disguise Cha 0 =
+0

Escape Artist Dex* 8.5 =
+5
+1.5 +2 [agile]
Forgery Int -2 =
-2

Gather Information Cha 0 =
+0

Heal Wis 4 =
+4

Hide Dex* 9.5 =
+5
+2.5 +2 [stealthy]
Intimidate Cha 0 =
+0

Jump Str* -7 =
-1
-6 [speed 20]
Knowledge (nature) Int 0 =
-2
+2 [druid]
Listen Wis 6 =
+4
+2 [elf]
Move Silently Dex* 9.5 =
+5
+2.5 +2 [stealthy]
Perform_1 Cha 0 =
+0

Perform_2 Cha 0 =
+0

Perform_3 Cha 0 =
+0

Perform_4 Cha 0 =
+0

Perform_5 Cha 0 =
+0

Ride Dex 5 =
+5

Search Int 0 =
-2
+2 [elf]
Sense Motive Wis 4 =
+4

Spot Wis 6 =
+4
+2 [elf]
Survival Wis 6 =
+4
+2 [druid]
Swim Str** -1 =
-1

Tumble Dex* 6 =
+5
+1
Use Rope Dex 5 =
+5

  • = check penalty for wearing armor

0-LEVEL DRUID SPELLS (ORISONS)

  • Create Water: Creates 2 gallons/level of pure water.
    • Cure Minor Wounds: Cures 1 point of damage.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Know Direction: You discern north.
    • Light: Object shines like a torch.
  • Mending: Makes minor repairs on an object.
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Read Magic: Read scrolls and spellbooks.
  • Resistance: Subject gains +1 bonus on saving throws.
  • Virtue: Subject gains 1 temporary hp.

1ST-LEVEL DRUID SPELLS

  • Calm Animals: Calms (2d4 + level) HD of animals.
  • Charm Animal: Makes one animal your friend.
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  • Detect Animals or Plants: Detects kinds of animals or plants.
  • Detect Snares and Pits: Reveals natural or primitive traps.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Entangle: Plants entangle everyone in 40-ft.-radius.
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  • Hide from Animals: Animals can’t perceive one subject/level.
  • Jump: Subject gets bonus on Jump checks.
  • Longstrider: Your speed increases by 10 ft.
  • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
  • Magic Stone: Three stones gain 1 on attack rolls, deal 1d61 damage.
  • Obscuring Mist: Fog surrounds you.
  • Pass without Trace: One subject/level leaves no tracks.
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
  • Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
  • Speak with Animals: You can communicate with animals.
  • Summon Nature’s Ally I: Calls creature to fight.

2ND-LEVEL DRUID SPELLS

  • Animal Messenger: Sends a Tiny animal to a specific place.
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Barkskin: Grants +2 (or higher) enhancement to natural armor.
  • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  • Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  • Chill Metal: Cold metal damages those who touch it.
  • Delay Poison: Stops poison from harming subject for 1 hour/level.
  • Fire TrapM: Opened object deals 1d4 +1/level damage.
  • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Fog Cloud: Fog obscures vision.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Heat Metal: Make metal so hot it damages those who touch it.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Reduce Animal: Shrinks one willing animal.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
  • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  • Spider Climb: Grants ability to walk on walls and ceilings.
  • Summon Nature’s Ally II: Calls creature to fight.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
  • Tree Shape: You look exactly like a tree for 1 hour/level.
  • Warp Wood: Bends wood (shaft, handle, door, plank).
  • Wood Shape: Rearranges wooden objects to suit you.

3RD-LEVEL DRUID SPELLS

  • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  • Contagion: Infects subject with chosen disease.
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  • Daylight: 60-ft. radius of bright light.
  • Diminish Plants: Reduces size or blights growth of normal plants.
  • Dominate Animal: Subject animal obeys silent mental commands.
  • Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
  • Meld into Stone: You and your gear merge with stone.
  • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  • Plant Growth: Grows vegetation, improves crops.
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  • Quench: Extinguishes nonmagical fires or one magic item.
  • Remove Disease: Cures all diseases affecting subject.
  • Sleet Storm: Hampers vision and movement.
  • Snare: Creates a magic booby trap.
  • Speak with Plants: You can talk to normal plants and plant creatures.
  • Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  • Stone Shape: Sculpts stone into any shape.
  • Summon Nature’s Ally III: Calls creature to fight.
  • Water Breathing: Subjects can breathe underwater.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
    Wild Elf:
  • +2 dexterity / -2 intelligence (already included)
  • Immune to magical sleep
  • +2 racial bonus to saves vs. enchantments
  • Low-light vision
  • Proficient with longsword, rapier, longbow & shortbow
  • +2 racial bonus on listen, search, and spot checks
  • Notice secret doors

Druid:

  • Spontaneous Casting (summon nature’s ally)
  • Animal Companion
  • Wild Empathy
  • +2 on Knowledge (nature) and Survival (already included)
  • Woodland Stride (level 2)
  • Trackless Step (level 3)
  • Resist Nature’s Lure (level 4)
  • Wild Shape (level 5)
  • Venom Immunity (level 9)
  • A Thousand Faces (level 13)
  • Timeless Body (level 15)
  • High wisdom gains bonus spells daily

Class HP rolled
Level 1: Druid 8
Level 2: Druid 4
Level 3: Druid 4
Level 4: Druid 2 +1 to wisdom
Level 5: Druid 3
Level 6: Druid 4

Kaleigh’s Equipment:
365g
3 cure light wounds potion
Potion of shield of faith
Potion of greater magic fang
Potion of protection from arrows 10
Potion of invisibility
2 scrolls of cause fear
2 scrolls of doom
1 scroll of obscuring mist
1 Shiny yellow orb
1 Black sphere
Lion meat
Lion pelt
29 lb
3 lb

2 lb _____ 34 lb Weapons / Armor / Shield (from above) Arrows (quiver of 20) x1 Holly and mistletoe Spell component pouch Total

Animal Companion: Bear (black)

  • Medium-Size Animal
  • Hit dice 3d8+6 (19 hit points)
  • Initiative +1 (Dex)
  • Speed 40 feet
  • AC: 13 ( +1 Dex +2 natural)
  • Attacks: 2 claws +6 melee; Bite +1 melee;
  • Damage 1d4+4 (claw); 1d6+2 (bite);
  • Special Qualities: Scent
  • Saves: Fort +5; Ref +4; Will +2
  • Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  • Skills: Climb +6; Listen +4; Spot +7; Swim +8;
  • Link, share spells
  • Bonus tricks: 1
Bio:

Kaleigh

Foundations RyanGribbin