Jesse Devonshire | N | ||
Character Name | Alignment | ||
Druid 6 | |||
Character Level | |||
Human | M | ||
Race | Size | ||
Male | 27 | ||
Gender | Age | ||
6' 1" | 240 # | ||
Height | Weight | ||
Brown, Shaved | Brown | ||
Hair | Eyes |
Nature, the Green | Roaming |
Deity | Homeland |
- | 71833 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +7 | +5 | CON +2 | +0 | +0 | +0 |
Reflex | +3 | +2 | DEX +1 | +0 | +0 | +0 |
Will | +8 | +5 | WIS +3 | +0 | +0 | +0 |
Equipment:
? Healing Potions
? Flasks of flammable oil, Tanglefoot, Acid, Alchemist Fire, etc.
Alchemist's Atlatl.
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+6 | +4 | +2 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +4 | +2 | +1 | +0 | +0 |
Notes here do not show up on character sheet.
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +1 | (DEX) +1 | +0 | +0 | |
Bluff | +3 | (CHA) +3 | +0 | +0 | |
Climb | +3 | (STR) +2 | +1 | +0 | |
Diplomacy | +4 | (CHA) +3 | +1 | +0 | |
Disable Device* | +1 | (DEX) +1 | +0 | +0 | |
Disguise | +3 | (CHA) +3 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +9 | (WIS) +3 | +6 | +0 | |
Intimidate | +3 | (CHA) +3 | +0 | +0 | |
Knowledge: Arcana | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Dungeoneering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Local | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nature | +9 | (INT) +1 | +6 | +2 | |
Knowledge: Planes | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Religion | +1 | (INT) +1 | +0 | +0 | |
Perception | +4 | (WIS) +3 | +1 | +0 | |
Ride | +3 | (DEX) +1 | +0 | +2 | |
Sense Motive | +3 | (WIS) +3 | +0 | +0 | |
Spellcraft* | +2 | (INT) +1 | +1 | +0 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +11 | (WIS) +3 | +6 | +2 | |
Swim | +3 | (STR) +2 | +1 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +1 | (INT) +1 | +0 | +0 | |
Craft: Leatherworking | +2 | (INT) +1 | +1 | +0 | |
Handle Animal* | +11 | (CHA) +3 | +6 | +2 | |
Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
Knowledge: History | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nobility | +1 | (INT) +1 | +0 | +0 | |
Linguistics* | +1 | (INT) +1 | +0 | +0 | |
Profession: Alchemy | +11 | (WIS) +3 | +6 | +2 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
(Druid) Nature Sense: +2 Knowledge (Nature) & Survival.
(Druid) Nature Bond: Animal companion: Wrong Way
(Druid) Wild Empathy: Improve the attitude of an Animal (like a Diplomacy check). 1d20 +druid level +Charisma mod. Magical beast with Int 1 or 2, at -4 penalty.
(Feat) Animal Affinity: +2 Ride & Animal Handling.
(Feat) Natural Spell (Cast spells while in Wild Shape)
(Feat) Brew Potion: Cost= spell level * caster level * 50GP + any costly materials. Orison spell level = 1/2. Skill check: Spellcraft or Craft(Alchemy) roll vs DC 5+ item caster level.
Missing by -5 = Cursed.
Must be able to target the creature drinking the potion (or applied magic oil). Time to brew: <=250gp 2 hours; otherwise 1day per 1000gp value. Vial=AC13, HP1, Hardness1, DC12 to break. ID Potion=Perception vs DC15+spell level. Attack of opportunity to drink potion in combat.
(Feat) Eschew Materials (Cast spells without any material components of <=1GP value). Jesse can eat greater and lesser mistletoe and oak leaves and use his healing skill to avoid the side effects (mild in adults, severe in children and dogs: Blurred vision, Fever, Hallucinations, Nausea, Drowsiness) Gradually, he builds up a tolerance, and the mistletoe in his gut works for spells.
Wrong Way's Feats: (3 at 6th level)
Death from Above (+5 to hit when charging from above while flying, instead of usual charging rules.)
Splash Weapon Mastery (Throw splash weapons farther and more accurately)
Throw Anything (No penalties for improvised ranged weapons, +1 circumstance bonus to hit with thrown splash weapons)
Druid Spells and Orisons: Spell points= 4+4*2+3*3 = 21. Difficulty Class vs a druid's spell is 10 + spell level + the druid's Wisdom modifier.
Woodland Stride: move through non-magical undergrowth such as natural thorns, briars, overgrown areas, and similar terrain at normal speed and without taking damage or suffering any other impairment.
Trackless step: leave no trail in natural surroundings, cannot be tracked. May choose to leave a trail if so desired.
Resist Nature's Lure: +4 on saving throws vs spell-like & supernatural abilities of fey, and plant-spells and effects, such as blight, entangle, spike growth, and warp wood.
Wild Shape: 2/day (+1/day when wearing Druid's Vestment). Like Beast Shape II, shift into the form of a tiny, small, medium, or large animal or insect (vermin) with which the Druid is well-educated, as in worked with one, studied it in its habitat, helped patch up or feed one that was in trouble, or directly interacted with one. A druid CAN shift and their clothes go to the same place as their original body. Contents not available. The druid can still feel the clothing on their original body's form. It's distracting. So most druids strip down, bundle up their stuff into a backpack, shift, and put on the backpack or pick it up or hide it somewhere. Can speak only to creatures of similar type, but can gesture.
Elemental Bargain: Earth elemental of small or medium size 1/day. Standing on natural terrain. 1 standard action. Price is usually coins, gems, rare minerals.
Alchemical Adept: +2 trait bonus on Craft(Alchemy), failure does not ruin the raw materials unless you roll a 1.
Beast of the Society: Wild Shaping into Small or Medium animal lasts 2 hours per level instead of 1 because a druid at the Grand Lodge taught you how to do it really well.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Druidic Alchemist's Atlatl | +6 | 20/x2 | B | 5ft | Unlimited | 1d6+2 |
Sling and Stones | +5 | 2x | B | 50ft | 6 | 1d3/1d4 |
Acid Flask (Jesse Thrown) | +5 | 2x | Acid | 10' | each | 1d6,splash1 |
Alchemist's Fire (Jesse Thrown) | +5 | 2x | Fire | 10' | each | 1d6,splash1,FullRoundActionReflexSaveDC15toavoidsecondroundof1d6. |
Tanglefoot Bag (Jesse Thrown) | +5 | 0 | Entangle | 10' | each | -2tohit-4Dex,SaveDC15orgluedtofloor. |
Acid Flask (Alchemist's Atlatl) | +5 | 2x | Acid | 20' | each | 1d6,splash1 |
Acid Flask (Wrong Way Drop) | +7 | 2x | Acid | 10' | each | 1d6,splash1+1moresplash |
WrongWaySting | +6 | 2x | Piercing | 5' | Unlimited | 1d4+poisonStr1d2 |
WrongWayChargingSting | +11 | 2x | Piercing | 125' | Unlimited | 1d4+poisonStr1d2 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Lamellar Leather | 0+4 | Medium | -2 | 20 | 25lbs | Hard Leather Scales sewn to Leather Armor |
Wooden Shield | +1 | Light-1 | 5 | 5lbs | Leather and wood |
The statblocks of your Weapons, armor and other important/magical equipment
Bonus | Max DEX Bonus | Armor Check Penalty | Arcane Spell Failure % | Speed (M) | Speed (S) |
---|---|---|---|---|---|
1 | -1 | 5% |
Bonus | Max DEX Bonus | Armor Check Penalty | Arcane Spell Failure % | Speed (M) | Speed (S) |
---|---|---|---|---|---|
4 | 3 | -2 | 20% | 30 ft. | 20 ft. |
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d6 | 1d6 | B | x2 | 10 ft. |
A crude goblin club made to clobber small prey. It's essentially a stick
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d8 | 1d8 | B and P | x2 | -- |
A reinforced goblin club made to maximize damage. The sharpened bones jabbed into it make it a brutal weapon.
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d3 melee OR see splash weapon used | 1d4 melee OR see splash weapon used | ranged splash weapon | x2 melee OR see splash weapon used | for ranged attacks: double normal throwing range (usually 20ft increments with Throw Anything Feat) |
This weighted, woodshaped atlatl resembles a handheld, lever-controlled catapult. One end sports a shaft covered in carvings of alchemical formulae, and the other is a roughly carved bowl. The whole thing appears to be naturally grown as if it has just been detached from a full-grown tree.
The user can place an alchemical splash weapon, such as a flask of acid or alchemist’s fire, in the bowl. This is a move action that provokes an attack of opportunity. When the splash weapon is launched from the atlatl, its range is doubled. Magic items (including an alchemist’s bombs) aren’t affected by an alchemist’s atlatl.
As a melee weapon, it functions similarly to a Mere Club (pronounced MEH-reh). It cannot be used for melee purposes and for ranged attack purposes in the same round of initiative.
The statblocks of your class features
You are trained in how to properly use a shield.
You are trained in the use of basic weapons.
You are skilled at wearing light armors.
You are skilled at wearing medium armor.
Statblocks for your familiars, mounts etc.
The blunt snout of this lizard bears bony horns, and its flat, round body is adorned with many spines.
A spider the size of a man crawls silently from the depths of its funnel-shaped web.
Poison (Ex)
Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save
Web (Ex)
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Format: web (+8 ranged, DC 16, 5 hp Location: Special Attacks.
Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly.
Statblocks for companions, followers and other allies.
the Pooh Bear of the 'druid animal companion' insect subset
Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a giant bee to become nauseated if it fails a DC 14 Fortitude save. This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.
Statblocks for your spells.
You imbue normal face paint – enough to paint 1 face per caster level – with divine energy.
School conjuration (healing Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range
Touch
Targets creature touched
Duration instantaneous
Saving Throw Will half (harmless see text;
;
Spell Resistance Yes
When laying your hand upon a living creature, you channel
positive energy that cures 1d8 points of damage + 1 point per
caster level (maximum +5). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their
wounds. An undead creature can apply spell resistance, and can
attempt a Will save to take half damage.
School evocation [air];; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range
60 ft
Duration 1 round
Saving Throw Fortitude negates
;
Effect line-shaped gust of severe wind emanating out from you to the extreme of the range
Spell Resistance Yes
This spell creates a severe blast of air (approximately 50 mph) that
originates from you, affecting all creatures in its path. All flying
creatures in this area take a –4 penalty on Fly skill checks. Tiny or
smaller flying creatures must make a DC 25 Fly skill check or be
blown back 2d6 × 10 feet and take 2d6 points of damage. Small
or smaller flying creatures must make a DC 20 Fly skill check to
move against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled
1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are unable to move forward against
the force of the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of
wind effect.
This spell can’t move a creature beyond the limit of it’s range.
Any creature, regardless of size, takes a –4 penalty on ranged
attacks and Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches,
and similar unprotected flames. It causes protected flames, such
as those in lanterns, to dance wildly and has a 50% chance to
extinguish those lights.
In addition to the effects noted, a gust of wind can do anything
that a sudden blast of wind would be expected to do. It can create
a stinging spray of sand or dust, fan a large fire, overturn delicate
awnings or hangings, heel over a small boat, and blow gases or
vapors to the edge of its range.
Gust of wind can be made permanent with a permanency spell.
School conjuration (healing Level bard 2, cleric 2, druid 3, paladin 3, ranger 3
Casting Time 1 standard action
Components V, S
Range
Touch
Targets creature touched
Duration instantaneous
Saving Throw Will half (harmless see text;
;
Spell Resistance No
This spell functions like cure light wounds, except that it cures 2d8
points of damage + 1 point per caster level (maximum +10).
Statblocks for your Trinkets, businesses, building, castles, empires.
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d3 melee OR see splash weapon used | 1d4 melee OR see splash weapon used | ranged splash weapon | x2 melee OR see splash weapon used | for ranged attacks: double normal throwing range (usually 20ft increments with Throw Anything Feat) |
This weighted, woodshaped atlatl resembles a handheld, lever-controlled catapult. One end sports a shaft covered in carvings of alchemical formulae, and the other is a roughly carved bowl. The whole thing appears to be naturally grown as if it has just been detached from a full-grown tree.
The user can place an alchemical splash weapon, such as a flask of acid or alchemist’s fire, in the bowl. This is a move action that provokes an attack of opportunity. When the splash weapon is launched from the atlatl, its range is doubled. Magic items (including an alchemist’s bombs) aren’t affected by an alchemist’s atlatl.
As a melee weapon, it functions similarly to a Mere Club (pronounced MEH-reh). It cannot be used for melee purposes and for ranged attack purposes in the same round of initiative.