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[Pathfinder] mazzoli's Kingmaker RG
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<blockquote data-quote="HolyMan" data-source="post: 5961669" data-attributes="member: 84167"><p>[sblock=Brondelleon]</p><p>[sblock=Game Info]</p><p>Race: Half-Elf</p><p>Class: Druid(Lion Shaman)</p><p>Level: 1 </p><p>Alignment: Lawful Neutral</p><p>Languages: Common, Elf, Sylvan, Celestial, Druidic</p><p>Deity: Abadar[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 10 +0 (00 pts)</p><p>DEX: 15 +2 (07 pts)</p><p>CON: 10 +0 (00 pts)</p><p>INT: 14 +2 (05 pts)</p><p>WIS: 16 +3 (05 pts) +2 racial adj.</p><p>CHA: 13 +1 (03 pts)[/sblock]</p><p>[sblock=Combat]</p><p>HP: 08 = [1d8=8] + 00 (CON) + 00 (favored class)</p><p>AC: 15 = 10 + 2 (armor) + 1 (shield) + 2 (DEX)</p><p>AC Touch: 12 = 10 + 2 (DEX)</p><p>AC Flatfooted: 13 = 10 + 2 (armor) + 1 (shield)</p><p>INIT: +2 = +2 (DEX)</p><p>BAB: +0 = +0 (Druid)</p><p>CMB: +0 = +0 (STR) + 0 (BAB)</p><p>CMD: 12 = 10 + 0 (STR) + 2 (DEX) + 0 (BAB)</p><p>Fort: +2 = +2 (Druid) + 0 (CON)</p><p>Reflex: +2 = +0 (Druid) + 2 (DEX)</p><p>Will: +5 = +2 (Druid) + 3 (WIS)</p><p>Speed: 30'</p><p>Damage Reduction: None</p><p>Spell Resistance: None</p><p>Spell Failure: n/a[/sblock]</p><p>[sblock=Weapon Stats]</p><p><u>shortspear</u>(melee): </p><p>Attack: +11 = +0 (BAB) + 0 (STR) + 0 (MISC)</p><p>Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20x2</p><p></p><p><u>shortspear</u>(ranged): </p><p>Attack: +2 = +0 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20x2, Range: 20 ft.</p><p></p><p><u>dagger</u>(melee): </p><p>Attack: +0 = +0 (BAB) + 0 (STR) + 0 (MISC)</p><p>Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20x2</p><p></p><p><u>dagger</u>(ranged):</p><p>Attack: +2 = +0 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d4+0(P) = +0 (STR); CRIT 19-20x2, Range: 10 ft.[/sblock]</p><p>[sblock=Racial Traits]</p><p><strong>+2 to One Ability Score:</strong> Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p></p><p><strong>Medium: </strong>Half-elves are Medium creatures and have no bonuses or penalties due to their size.</p><p></p><p><strong>Normal Speed:</strong> Half-elves have a base speed of 30 feet.</p><p></p><p><strong>Low-Light Vision:</strong> Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).</p><p></p><p><strong>Adaptability:</strong> Half-elves receive Skill Focus as a bonus feat at 1st level.</p><p></p><p><strong>Elf Blood:</strong> Half-elves count as both elves and humans for any effect related to race.</p><p></p><p><strong>Elven Immunities:</strong> Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.</p><p></p><p><strong>Keen Senses:</strong> Half-elves receive a +2 racial bonus on Perception skill checks.</p><p></p><p><strong>Multitalented:</strong> Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.</p><p></p><p><strong>Favored Classes:</strong> Druid and Summoner</p><p></p><p><strong>Languages:</strong> Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]</p><p>[sblock=Class Features]</p><p><strong>Weapon and Armor Proficiency: </strong>Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, 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).</p><p></p><p>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.</p><p></p><p>A druid who wears prohibited armor or uses 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.</p><p></p><p><strong>Spells:</strong> 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. A druid must choose and prepare her spells in advance.</p><p></p><p>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.</p><p></p><p>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 Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).</p><p></p><p>A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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 choose which spells to prepare during her daily meditation.</p><p>Spontaneous Casting</p><p></p><p>A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.</p><p></p><p><strong>Chaotic, Evil, Good, and Lawful Spells:</strong> 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.</p><p></p><p><strong>Orisons</strong> <em>(Sp)</em>: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.</p><p></p><p><strong>Bonus Languages</strong>: 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.</p><p></p><p>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 nondruids.</p><p></p><p>Druidic has its own alphabet.</p><p></p><p><strong>Nature Bond:</strong> At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.</p><p></p><p>The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.</p><p></p><p>Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.</p><p></p><p>A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.</p><p></p><p><strong>Nature Sense </strong><em>(Ex)</em><strong>:</strong> A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p></p><p><strong>Wild Empathy</strong> <em>(Ex)</em>: 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.</p><p></p><p>The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.[/sblock]</p><p>[sblock=Feats & Traits]</p><p>Bonus: Skill Focus - Stealth</p><p>1st Level: Sharp Senses</p><p></p><p>Traits:</p><p>a)<u> Child of the Temple </u>(faith): + 1 trait bonuis to Know(nobility) and Know(religion). Know(religion) becomes a class skill.</p><p>b) <u>Highlander</u> (regional): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 07 = [4 (Fighter) + 02 (INT)] x 01 (LvL) + 01 (favored class bonus)</p><p>Max Ranks: 1</p><p>ACP: -0</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>+02 = Acrobatics +02 +00 +0 +00 -0 DEX</p><p>+02 = Appraise +02 +00 +0 +00 INT</p><p>+01 = Bluff +01 +00 +0 +00 CHA</p><p>+00 = Climb() +00 +00 +0 +00 -0 STR</p><p>+00 = Craft():leatherwork +02 +00 +0 -02 INT</p><p>+01 = Diplomacy +01 +00 +0 +00 CHA</p><p>+01 = Disguise +01 +00 +0 +00 CHA</p><p>+02 = Escape Artist +02 +00 +0 +00 -0 DEX</p><p>+02 = Fly() +02 +00 +0 +00 -0 DEX</p><p>+05 = Handle Animal()^ +01 +01 +3 +00 CHA</p><p>+07 = Heal +03 +01 +3 +00 WIS</p><p>+01 = Intimidate +01 +00 +0 +00 CHA</p><p>+na = Know:Arcana^ +02 +00 +0 +00 INT</p><p>+na = Know:Duneroneering^ +02 +00 +0 +00 INT</p><p>+na = Know:Engineering^ +02 +00 +0 +00 INT</p><p>+na = Know:Geography()^ +02 +00 +0 +00 INT</p><p>+na = Know:History^ +02 +00 +0 +00 INT</p><p>+na = Know:Local^ +02 +00 +0 +00 INT</p><p>+08 = Know:Nature()^ +02 +01 +3 +02 INT</p><p>+04 = Know:Nobility^ +02 +01 +0 +01 INT</p><p>+na = Know:Planes^ +02 +00 +0 +00 INT</p><p>+07 = Know:Religion^ +02 +01 +3 +01 INT</p><p>+na = Linguistics^ +02 +00 +0 +00 INT</p><p>+11 = Perception() +03 +01 +3 +04 WIS</p><p>+01 = Perform: +01 +00 +0 +00 CHA</p><p>+na = Profession()^: +03 +00 +0 +00 WIS</p><p>+02 = Ride() +02 +00 +0 +00 -0 DEX</p><p>+03 = Sense Motive +03 +00 +0 +00 WIS</p><p>+na = Spellcraft()^ +02 +00 +0 +00 INT</p><p>+09 = Stealth() +02 +01 +3 +03 -0 DEX</p><p>+05 = Survival() +03 +00 +0 +02 WIS</p><p>+00 = Swim() +00 +00 +0 +00 -0 STR</p><p>+na = Use Magic Device^ +01 +00 +0 +00 CHA</p><p>_[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Divine, Prepared, Wisdom</p><p><strong>Spell DC </strong>= 13 +</p><p><strong>Concentration:</strong> +4</p><p><strong>Domain:</strong> Martyr (nobility subdomain)</p><p><strong>Power: Inspiring Word </strong><em>(Sp)</em>: As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p>1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.</p><p></p><p><strong>Spells per Day:</strong></p><p>0- light, guidance, know direction</p><p>1- calm animals, cure light wounds, d- divine favor[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>leather armor 10gp 15lbs</p><p>shield, light wooden 3gp 5lbs</p><p>shortspear 1gp 3lbs</p><p>dagger 2gp 1lb</p><p>Signet rings(pair) 50gp -lb</p><p>-to use later as spell component</p><p>Backpack 2gp 2lbs</p><p>-waterskin 1gp 4lbs</p><p>-candles(6) .06gp -lb</p><p>-healer's kit(10/10) 50gp 1lb</p><p>-sack(empty) .01gp .5lb</p><p>Holy symbol, wooden 1gp -lb </p><p>Belt Pouch 1gp .5lb</p><p>-flint and steel 1gp -lb</p><p>-holly and mistletoe 0gp -lb</p><p>-holy water (1vial) 25gp 1lb</p><p>Traveler's Outfit 0gp -lb</p><p> </p><p> Total weight carried: 33lbs[/code]Treasure:</p><p>GP: 2</p><p>SP: 8</p><p>CP: 4</p><p>Gems: none</p><p></p><p>Carrying Capacity:</p><p>light: 000-033 lbs</p><p>medium: 034-066 lbs</p><p>heavy: 067-100 lbs[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 19</p><p>Height: 5-8"</p><p>Weight: 135 lbs</p><p>Hair Color: Light Brown</p><p>Eye Color: Light blue</p><p>Skin Color: Lightly tanned </p><p>Appearance: [/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level ??</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5961669, member: 84167"] [sblock=Brondelleon] [sblock=Game Info] Race: Half-Elf Class: Druid(Lion Shaman) Level: 1 Alignment: Lawful Neutral Languages: Common, Elf, Sylvan, Celestial, Druidic Deity: Abadar[/sblock] [sblock=Abilities] STR: 10 +0 (00 pts) DEX: 15 +2 (07 pts) CON: 10 +0 (00 pts) INT: 14 +2 (05 pts) WIS: 16 +3 (05 pts) +2 racial adj. CHA: 13 +1 (03 pts)[/sblock] [sblock=Combat] HP: 08 = [1d8=8] + 00 (CON) + 00 (favored class) AC: 15 = 10 + 2 (armor) + 1 (shield) + 2 (DEX) AC Touch: 12 = 10 + 2 (DEX) AC Flatfooted: 13 = 10 + 2 (armor) + 1 (shield) INIT: +2 = +2 (DEX) BAB: +0 = +0 (Druid) CMB: +0 = +0 (STR) + 0 (BAB) CMD: 12 = 10 + 0 (STR) + 2 (DEX) + 0 (BAB) Fort: +2 = +2 (Druid) + 0 (CON) Reflex: +2 = +0 (Druid) + 2 (DEX) Will: +5 = +2 (Druid) + 3 (WIS) Speed: 30' Damage Reduction: None Spell Resistance: None Spell Failure: n/a[/sblock] [sblock=Weapon Stats] [U]shortspear[/U](melee): Attack: +11 = +0 (BAB) + 0 (STR) + 0 (MISC) Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20x2 [U]shortspear[/U](ranged): Attack: +2 = +0 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20x2, Range: 20 ft. [U]dagger[/U](melee): Attack: +0 = +0 (BAB) + 0 (STR) + 0 (MISC) Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20x2 [U]dagger[/U](ranged): Attack: +2 = +0 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d4+0(P) = +0 (STR); CRIT 19-20x2, Range: 10 ft.[/sblock] [sblock=Racial Traits] [B]+2 to One Ability Score:[/B] Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [B]Medium: [/B]Half-elves are Medium creatures and have no bonuses or penalties due to their size. [B]Normal Speed:[/B] Half-elves have a base speed of 30 feet. [B]Low-Light Vision:[/B] Half-elves can see twice as far as humans in conditions of dim light (see low-light vision). [B]Adaptability:[/B] Half-elves receive Skill Focus as a bonus feat at 1st level. [B]Elf Blood:[/B] Half-elves count as both elves and humans for any effect related to race. [B]Elven Immunities:[/B] Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. [B]Keen Senses:[/B] Half-elves receive a +2 racial bonus on Perception skill checks. [B]Multitalented:[/B] Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. [B]Favored Classes:[/B] Druid and Summoner [B]Languages:[/B] Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock] [sblock=Class Features] [B]Weapon and Armor Proficiency: [/B]Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, 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 uses 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. [B]Spells:[/B] 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. A druid must choose and prepare her spells in advance. 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 Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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 choose which spells to prepare during her daily meditation. Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. [B]Chaotic, Evil, Good, and Lawful Spells:[/B] 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. [B]Orisons[/B] [I](Sp)[/I]: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. [B]Bonus Languages[/B]: 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 nondruids. Druidic has its own alphabet. [B]Nature Bond:[/B] At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains. [B]Nature Sense [/B][I](Ex)[/I][B]:[/B] A druid gains a +2 bonus on Knowledge (nature) and Survival checks. [B]Wild Empathy[/B] [I](Ex)[/I]: 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. A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.[/sblock] [sblock=Feats & Traits] Bonus: Skill Focus - Stealth 1st Level: Sharp Senses Traits: a)[U] Child of the Temple [/U](faith): + 1 trait bonuis to Know(nobility) and Know(religion). Know(religion) becomes a class skill. b) [U]Highlander[/U] (regional): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.[/sblock] [sblock=Skills] Skill Ranks: 07 = [4 (Fighter) + 02 (INT)] x 01 (LvL) + 01 (favored class bonus) Max Ranks: 1 ACP: -0 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +02 = Acrobatics +02 +00 +0 +00 -0 DEX +02 = Appraise +02 +00 +0 +00 INT +01 = Bluff +01 +00 +0 +00 CHA +00 = Climb() +00 +00 +0 +00 -0 STR +00 = Craft():leatherwork +02 +00 +0 -02 INT +01 = Diplomacy +01 +00 +0 +00 CHA +01 = Disguise +01 +00 +0 +00 CHA +02 = Escape Artist +02 +00 +0 +00 -0 DEX +02 = Fly() +02 +00 +0 +00 -0 DEX +05 = Handle Animal()^ +01 +01 +3 +00 CHA +07 = Heal +03 +01 +3 +00 WIS +01 = Intimidate +01 +00 +0 +00 CHA +na = Know:Arcana^ +02 +00 +0 +00 INT +na = Know:Duneroneering^ +02 +00 +0 +00 INT +na = Know:Engineering^ +02 +00 +0 +00 INT +na = Know:Geography()^ +02 +00 +0 +00 INT +na = Know:History^ +02 +00 +0 +00 INT +na = Know:Local^ +02 +00 +0 +00 INT +08 = Know:Nature()^ +02 +01 +3 +02 INT +04 = Know:Nobility^ +02 +01 +0 +01 INT +na = Know:Planes^ +02 +00 +0 +00 INT +07 = Know:Religion^ +02 +01 +3 +01 INT +na = Linguistics^ +02 +00 +0 +00 INT +11 = Perception() +03 +01 +3 +04 WIS +01 = Perform: +01 +00 +0 +00 CHA +na = Profession()^: +03 +00 +0 +00 WIS +02 = Ride() +02 +00 +0 +00 -0 DEX +03 = Sense Motive +03 +00 +0 +00 WIS +na = Spellcraft()^ +02 +00 +0 +00 INT +09 = Stealth() +02 +01 +3 +03 -0 DEX +05 = Survival() +03 +00 +0 +02 WIS +00 = Swim() +00 +00 +0 +00 -0 STR +na = Use Magic Device^ +01 +00 +0 +00 CHA _[/code][/sblock] [sblock=Spellcasting] Divine, Prepared, Wisdom [B]Spell DC [/B]= 13 + [B]Concentration:[/B] +4 [B]Domain:[/B] Martyr (nobility subdomain) [B]Power: Inspiring Word [/B][I](Sp)[/I]: As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier. 1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance. [B]Spells per Day:[/B] 0- light, guidance, know direction 1- calm animals, cure light wounds, d- divine favor[/sblock] [sblock=Equipment] [code] Equipment Cost Weight leather armor 10gp 15lbs shield, light wooden 3gp 5lbs shortspear 1gp 3lbs dagger 2gp 1lb Signet rings(pair) 50gp -lb -to use later as spell component Backpack 2gp 2lbs -waterskin 1gp 4lbs -candles(6) .06gp -lb -healer's kit(10/10) 50gp 1lb -sack(empty) .01gp .5lb Holy symbol, wooden 1gp -lb Belt Pouch 1gp .5lb -flint and steel 1gp -lb -holly and mistletoe 0gp -lb -holy water (1vial) 25gp 1lb Traveler's Outfit 0gp -lb Total weight carried: 33lbs[/code]Treasure: GP: 2 SP: 8 CP: 4 Gems: none Carrying Capacity: light: 000-033 lbs medium: 034-066 lbs heavy: 067-100 lbs[/sblock] [sblock=Details] Size: Medium Gender: Male Age: 19 Height: 5-8" Weight: 135 lbs Hair Color: Light Brown Eye Color: Light blue Skin Color: Lightly tanned Appearance: [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level ?? Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock][/sblock] [/QUOTE]
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[Pathfinder] mazzoli's Kingmaker RG
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