|Played by Ibis|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Armor Class (*Predator Form*)|
|Total||Base 10 + Dexterity + Armor = 15 (17)|
|Dex = +3|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|C||Decipher Script (Int)||+0||+0||+0||+0||+0|
|C||Disable Device (Int)||+0||+0||+0||+0||+0|
|C||Escape Artist (Dex)||+0||+3||+0||+0||+3|
|C||Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+6||+0||+0||+0||+6|
|X||Knowledge (Nature) (Int)||+6||+0||+0||+2||+8|
|C||Move Silently (Dex)||+0||+3||+0||+0||+3|
|C||Open Lock (Dex)||+0||+3||+0||+0||+3|
|C||Sense Motive (Wis)||+0||+5||+0||+0||+5|
|C||Sleight of Hand (Dex)||+0||+3||+0||+0||+3|
|C||Speak Language (n/a)||+0||+0||+0||+0||+0|
|C||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|C||Use Rope (Dex)||+0||+3||+0||+0||+3|
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Druidic
Skill Tricks go here
Skill Point Total: Total Here
1st 20, 2-3rd 5
Hum. Bon.: Spell Focus (Conjuration)
1st Level: Augment Summoning
3rd: Combat Reflexes
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score, see: Bonus Spells. She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must go through her daily meditation as a cleric would.
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to non-druids.
Druidic has its own alphabet.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Shapeshift – As a Swift Action, you may change into a creature whose abilities are determined by your level any number of times per day for any duration. Note that shapeshifting does not cause you to heal. You do not need to return to your normal form before changing to a different shape. At first level, you can take a Predator Form, which look like a Wolf, Jaguar, or any other terrain or culturally appropriate creature. No mater what it looks like, its ability scores are the same for all Shapeshifting Druids. You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting). All your possessions meld into your new form and become non-functional until you return to your normal form. Unless noted otherwise, you remain the same size. Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to ¼th your Druid level & at 4th level are treated as ‘magic’ for purposes of overcoming Damage Reduction. If you become Unconscious or are killed, you revert to your normal form. In effect, this is a simplified Wild Shape.
Gained at level 1:
Predator Form – typically a Wolf, Panther, etc.
a) +4 Enhancement bonus to Strength;
b) +4 improvement to your Natural Armor;
c) base Land speed becomes 50’;
d) gain a Bite attack that does 1d6 if you are Medium;
e) at 5th level, you gain Feat: Mobility when in this form.
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Dagger||+5||1d4+3||19/20 x2||Slashing or Piercing|
|Bite (When Shifted)||+8||+1d6+6||20 x2||Piercing, Slashing, or Bludgeoning|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Leather Armor||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
2x Wands of CLW
Statistics of Items Here:
Spells per Day:
10+Wisdom Mod+Spell Level=
0: DC 15
1: DC 16
2: DC 17
Arae's a bit of a mystery. She doesn't usually talk about herself, and even then, she shares few details about her past. What is known, is she's pretty young, and at one time was tempted to become a wizard. But for some reason, she went down a far, far different path.