here's the completed sheet, once again I apologize for the delay. Let me know what you think and if you find anything thatdoesn't add up right, sometimes when I put things like this together I mis read something or am off in my calculations so a second set of eyes is always great.
Sensalar "Druid of the Blighted Glade" (Druid5/Master of Radiance2)
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Sansalar
"Druid of the Blighted Glade"
Neutral Good Male Aasimar (+1LA) Druid 5 / Master of Radiance 2
(from Libris Mortis)
Patron Deity: none (worships the forces of nature)
EXP: 28000
Strength
14 (+2) (6pt buy)
Dexterity
16 (+3) (10pt buy)
Constitution
16 (+3) (6pt buy, +1 lvl 4, +1 lvl 8)
Intelligence
10 (0) (2pt buy)
Wisdom
18 (+4) (10pt buy, + 2 racial)
Charisma
12 (+1) (2pt buy, + 2 racial)
Size: Medium
Age: 29
Height: 6' 2"
Weight: 205 lb
Eyes: metallic looking blue eyes
Hair: silver
Skin: lightly tanned caucasian
Appearance
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Tall and broadly built, Sensalar posseses an unearthly air and fine features, but years of living amongst the wilds and a
single-minded purpose which recently entered his life makes him seem aloof and difficult to approach. Gruff even before his
life changed, recent events have done nothing to help his social skills. He posseses blue eyes which upon close inspection
have an almost metallic quality to them and silver hair that reflects the light as if made of steel. His skin is a fading tan
that was much darker until his recent dedication to finding the creatures of the night, and starting to appear weathered from
years in the wilds. He speaks in a soft but deep and compelling voice that borders on a growl when he speaks at all. He cares
little anymore for the care of his clothing and has possesed the samebrown and green traveling outfit for many years though it
has started revealing signs of heavy wear and is patched and restitched haphazardly in many places. He keeps his scimitar clearly
visible and well maintained and carries a gnarled walking stick which doubles as a quarterstaff at need.
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Total Hit Points:
77 (7D8 + 3/lvl Con bonus of 21)
Speed: 30 feet
Armor Class:
19 =
10 + 4 [wildwood chainmail] +1 [ring of protection +1] + 3 [dexterity] +1 [Darkwood buckler]
Touch AC:
14
Flat-footed:
17
Special:
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Radiant Aura:
provides bright illumination in a 30ft radius around character, shadowy illumination 30ft further
free action to activate, Master of Radiance casts light descriptor spells at +2 caster level while
within aura. Undead suffer a -2 to attack, damage and saving throw rolls within aura. 1/day, lasts 1 min.
Turn Undead:
as cleric of same level as Master of Radiance level (stacks with any other class which provides turning
as a class feature)
Searing Light:
As a standard action while radiant aura is active 1/round. treated as +2 to caster level.(Master of radiance)
Daylight:
As spell 1/day. caster level equal to class levels (Aasimar trait)
ShapeshiftPHB 2 alternate druid class feature) Shapeshift at will into nature-oriented or animal forms.
supernatural ability as a swift action. retain normal hit dice, hit points, BAB, saving throw bonuses and skills
retain normal ability scores except where noted in individual form entries.
predator form:
usually a wolf or panther. gain primary bite 1D6, 5 ft. reach, +4 strength, natural armor +4,
50ft. base land speed. gain mobility as a bonus feat while in form at 4th level.
aerial form:
5th level form, traditionally, eagle, vulture or bat. Gain 1D6 primary talon attack,
5ft. reach, +2 strength, +2 reflex save bonus, +2 natural armor, fly speed 40ft. (good).
do not gain wildshape feature or animal companion
will put in further forms pending obtainment of required level
Spontaneous RejuvenationPHB 2 alternate druid class feature) spend standar action and sacrifice a prepared spell. All allies
within 30ft. including self gain fast healing equal to sacrificed spells level for 3 rounds.
do not gain ability to spontaneously cast summon natures ally spells
Standard Druid Class Features:
nature sense, wild empathy, woodland stride, trackles step, resist nature's lure
Energy Resistance:
acid, cold, electricity/5 (racial)
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Caster Level:
7
Spell DC:
10 + Spell Level + 4 (Wis)
Initiative modifier:
+ 3 =
+ 3 [dexterity]
Fortitude save:
+ 10 =
7 [base] + 3 [constitution]
Reflex save:
+ 4 =
1 [base] + 3 [dexterity]
Will save:
+ 11 =
7 [base] + 4 [wisdom]
Attack (handheld):
+6 =
4 [base] + 2 [strength]
Attack (missile):
+7 =
4 [base] + 3 [dexterity]
Grapple check:
+6 = 4
[base] + 2 [strength]
Light load:
58 lb.
Medium load:
59-116 lb.
Heavy load:
117-175 lb.
Lift over head:
175 lb.
Lift off ground:
325 lb.
Push or drag:
875 lb.
Languages: Common, Celestial, Druidic
Feats
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Natural Spell:
cast in shapeshifted form
Educated:
all knowledge skills as class, +1 to two selected skills
Sacred Vengeance:
+2D6 melee attack vs undead till end of round, costs a turning attempt.(Libris Mortis)
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Skills
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4 + Int/lvl both classes
Appraise
+ 0 =
+0 [Int]
Balance
+ 3 =
3 [Dex]
Bluff
+ 1 =
+ 1 [Cha]
Climb
+ 2 =
+ 2 [Str]
Concentration
+ 9 =
+ 6 [base] + 3 [Con]
Craft
Decipher Script
Diplomacy
+ 1 =
+ 1 [Cha]
Disguise
+ 1 =
+ 1 [Cha]
Escape Artist
+ 3 =
+ 3 [Dex]
Forgery
Gather Information
+ 1 =
+ 1 [Cha]
Handle Animal
+ 1 =
+ 1 [Cha]
Heal
+ 10 =
+ 16 [base] + 4 [Wis]
Hide
+ 3 =
3 [Dex]
Intimidate
+ 1 =
1 [Cha]
Jump
+ 2 =
+ 2 [Str]
Knowledge (nature)
+ 9 =
8 [base] + 1 [feat]
Knowledge (Religion)
+ 5 =
+ 5 [base] +1 [feat]
Listen
+ 10 =
+ 4 [base] + 4 [Wis} + 2 [racial]
Move Silently
+ 3 =
3 [Dex]
Ride
+ 3 =
3 [Dex]
Search
Spot
+ 10 =
+ 4 [base] + 4 [Wis] + 2 [racial]
Sense Motive
+ 4 =
+ 4 [Wis]
Spellcraft
+ 7 =
+ 7 [base]
Survival
+ 4 =
+ 4 [Wis]
Swim
+ 2 =
+ 2 [Str]
Use Rope
+ 3 =
+3 [Dex]
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Spells
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Known Spells:
Druid list
Spells/Day
0 level:
5
1 level:
4 =
3 + 1 [Wis]
2 level:
4 =
3 + 1 [Wis]
3 level:
3 =
2 + 1 [Wis]
4 level:
+ 1 [Wis]
5 level:
6 level:
7 level:
8 level:
9 level:
Prepared spells:
need to update
0 level:
1 level:
2 level:
3 level:
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
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Turn Undead:
As a level 2 Cleric (Master of Radiance class feature)
4 times/day
(3 + 1 [Cha])
turning Check =
1D20 + 1 [Cha]
Turning Damage =
2D6 + 2 (class level) + 1 [Cha]
Level Advancement
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1:
Druid -
Concentration + 4, Heal + 4, Knowledge (nature) +4, Listen +4
shapeshift, nature sense, wild empathy
Feat:
Educated
2:
Druid -
Spellcraft + 4
woodland stride
3:
Druid -
Spot + 4
Feat:
Natural Spell
4:
Druid -
Con raised to 15
Knowledge (religion) + 4
trackless step
5:
Druid -
Concentration + 2, Knowledge (religion) +1, Heal + 1
6:
Master of Radiance -
Heal +1, Knowledge (nature) +2, Spellcraft + 1
radiant aura 1/day, turn undead
Feat:
Sacred Vengeance
7:
Master of Radiance -
Spellcraft + 2, Knowledge (nature) +2,
Totals:
BAB
+4 (+3: Druid/+1: Master of Radiance), Fort
+7 (4: Druid/1: Master of Radiance),
Ref
+1 (1: Druid/0: Master of Radiance), Will
+7 (4: Druid/3: Master of Radiance)
Concentration + 6, Knowledge (nature) +8, Knowledge (religion) +5, Spellcraft +7, Heal +6, Listen +4, Spot +4
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Aasimar
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* +2 Wisdom, +2 Constitution.
* Outsider (native)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Darkvision: 60 feet
* Daylight: An Aasimar can use
Daylight once per day as a first level caster or a caster of his class level, whichever is higher.
* Resistance to acid 5, cold 5, electricity 5 due to their celestil blood
* +2 racial bonus on Listen and Spot checks.
* Automatic Languages: Common and Celestial. Bonus Languages: Dwarven, Elven, Gnome, Halfling and Sylvan
* Favored Class: Paladin
* Level Adjustment: +1
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Master of Radiance
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Master of radiance is a five level PrC from Libris Mortis. It grants a turn undead ability which stacks with any existing class
possessing the feature.
A BAB progression of +0,+1,+2,+3,+3,
Fort and Will progressions of +2,+3,+3,+4,+4, and a
Ref progression of
+0,+0,+1,+1,+1.
1D8/lvl hit dice,
4+Int/lvl skill points, and a
+1 level of existing divine spellcasting class for level 2-5. Special class features
are listed under special abilities.
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Equipment
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Wild Wildwood Chainmail =
9600 gold/30 lbs, AC +4
(wild enchantment = 9000, wildwood material chainmail from Races of the Wild = 600)
wildwood: 10 Hp/inch of thickness, hardness 6, heals 1 point of damage per 24 hours if exposed to sunlight for 1 hour/day, 5 points if
soaked in at least 1 gallon water per day, non-magical
wild: wild type equipment shapechanges with wearer and provides AC bonuses in animal form if armor
and it's fun to say
Darkwood Buckler =
190 gold/2.5 lbs AC +1
Darkwood: confers no additional benefits but items made of this material weigh 1/2 of normal weight, have 10 HP/ inch of thickness and hardness 5
Flaming Quarterstaff =
2000 gold/4 lbs (quarterstaff two-handed/ 1d6/1d6/ crit x2/ bludgeoning)
Flaming: a flaming weapon can, on command, become sheathed in fire which does the user no harm, but deal an extra 1D6 fire damage on a successful hit
another command returns the weapon to normal
Ghost Touch Scimitar =
2015 gold/4 lbs (one-handed/ 1d6/ crit 18-20 x2/ slashing)
Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures ignoring an incorporeal creatures 50% miss chance. It can also be handled normally by an incorporeal creature
against corporeal foes. Essentially, it funtions as either corporeal or incorporeal at any time, whichever is more beneficial to the wielder.
Sling = negligable cost/weight
(missile/ 1d4/ crit x2/ bludgeoning/ range 50ft)
Hewards Handy Haversack =
2000 gold/5 lbs.
Appears as a normal backpack with two sidepockets but each funtions as a bag of holding. The two side pockets can hold 2 cubic feet of material or 20 pounds in weight,
the central pocket can hold 8 cubic feet of material or 80 lbs. The bag's weight remains 5 lbs.
Ring of Protection +1 =
2000 gold
Provides a +1 to AC
Periapt of Health =
7500 gold
Renders wearer immune to all types of disease including those which are supernatural in origin
Bedroll =
1 silver/5 lbs (negated by Haversack)
Flint and Steel =
1 gold
Waterskin =
1 gold/4 lbs (negated by haversack)
Hempen Rope 50 feet =
1 gold/10 lbs. (negated by haversack)
Holly and mistletoe=
no cost/negligable weight divine focus
Worn Travelers Outfit =
1 gold/5 lbs.
_____
Total:
25,309 gold, 1 silver/50.5 lbs.
GP on person:
1690 gold, 9 silver
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religious views
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Sensalar pays homage first and foremost to the forces of nature and the order of untouched world. He does however pay at least a cursory
respect to any god who maintains ties to nature, good or protection with a special respect for gods of the sun and those who abhor unlife,
though by no means can it be called devotion.
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background
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Sensalar is a descendant of a long-forgotten half-celestial paladin named Erykul whose memory is preserved amongst his line. In tribute
to this ancestor, the men of Sensalar's family have a tradition of entering the church or becoming protectors of the world around them.
They usually enter the service of some good deity, but he is far from the first of his line to devote their life to preserving the natural
world as guardians of nature, acting more to help balance the intelligent races of the world's actions with the needs of the land which
provides their lifeblood.
His family's dedication to preserving the tenets of their celestial forefathers' homelands in the prime material world have led those who
have chosen to walk the path of the druid to be more sociable with the denizens of developed lands, often helping them to meet their own
needs without doing harm to the land. Although a sort of black sheep of their family, they are still accepted within their clans ranks as a
sort of eccentric but loved member.
Sensalar spent many years peacefully doing his dut as he saw it, learning the secrets of the druids with only minor issues and the occasional
incursion by peasants, usually resolved once he showed them a more effective way to utilize the land and it's creatures. This fairly benign
existance came to a close one day when a powerful necromancer decided the rural forest, and specifically the glade Sensalar called home, would
be ideal as a base in which to pursue his corrupted studies away from prying eyes. Although Sensalar was unhappy with this arrangement, deeming
necromancy to be an evil art which broke the natural cycles of life and death, there was little he could do against such a powerful foe, and he
decided it best to simply continue his vigilance around the dread wizard so long as he restricted his activities to studies and experiments
that didn't harm the surrounding area.
This arrangement lasted for only a few short years however. Soon the wizard began studying the undead in an attempt to discover the secrets of
immortality. In time, the forest became overrun with the beings the mage had summoned or created there and the once peaceful area transformed
a place of safety and beauty to one feared and avoided by any who had heard of it. Sensalar began to focus on the natural powers of the light to
affect these creature but was unable to combat the scourge single hand. He was soon driven from the forest to search for help with the priests
and warriors of his family.
After a year of training and urging is kinfolk to action, Sensalar returned to the find the forest gone, with only a desolate, rocky plain where
he had once been so happy. After speaking with the surrounding farmers, a strange tale emerged. The simple peasants claimed that late one night an
unnatural fog descended throughout the outskirts of the forests and the next day, those who ventured out to hunt or gather plants on the edges of
the dark forest found only desolation where fear had once reigned. Sensalar has since dedicated his life to discovering what happened to his home
and studying and combating unlife wherever it rears it's head. Hearing of the infestation in Angelwatch, he has traveled there to offer his services
in the hopes of finding answers of his own.
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