I can throw up a quick lvl 5 human cleric. I have a lvl 15 that I can dummy down to lvl 5 easy. Give me a day or two and I can post something up.
Or I can bring in a bard/druid combo from one of my other games that got 'X'd.
Nira Cydatell
[sblock=Background]WIP[/sblock][sblock=Description]
Nira Cytadell stands at about 5’7”, has brown skin with high almost elven like check
bones and has rich honey colored oval eyes. Her long dark hair runs down to the middle of
back, has a rich brown hue to it and is complimented with vibrant sandy streaks of blond
running randomly though out it. Her shirt and trousers are simple and earth toned matched
with a light dark green cloak to help protect her from the elements. She caries a small
light satchel fitted comfortably over of her shoulder and under her cloak with her Savior’s
Holy symbol tied loosely around her neck in a silk chain. The only noticeable means of
protecting herself is a hand carved master worked bow that is either carried across her
back or in her hand and a small beautifully carved dagger that is worn on her left hip.[/sblock][sblock=Stat Block]
Code:
[B]Name[/B]: Nira Cydatell
[B]Class[/B]: Druid 3 / Bard 2 [B]Age[/B]: 24
[B]Race[/B]: Human [B]Height[/B]: 5' 6"
[B]Size[/B]: Medium [B]Weight[/B]: 120 lbs
[B]Gender[/B]: Female [B]Eyes[/B]: Sandy
[B]Alignment[/B]: Neautral Good [B]Hair[/B]: Dirty & Bright Blond
[B]Deity[/B]: Mieklikki [B]Skin[/B]: Light Brown
[B]Class & Racial Traits:
Character Level Human[/B]
1 Feat at First Level 1 Free Feat at 1st Level
1 Feat at Third Level +4 Skills points at 1st Level
+1 Ability Modifier +1 Skill point at each additional level
[B]Druid Bard[/B]
Animal Companion Bardic Knowledge
Nature Sense Bardic Music (2xDay)
Wild Empathy (+6) Countersong
Woodland Stride Fascinate
Trackless Step Inspire Courage +1
Inspire Competence +2
[B]Str[/B]: 10 (+0) [B]Level[/B]: 6 [B]XP[/B]: 17481
[B]Dex[/B]: 14 (+2) [B]BAB[/B]: +3 [B]HP[/B]: 27 (3d8+2d6)
[B]Con[/B]: 10 (+0) [B]Grapple[/B]: +3 [B]Dmg Red[/B]: -/-
[B]Int[/B]: 12 (+1) [B]Speed[/B]: 30' [B]Spell Res[/B]: -
[B]Wis[/B]: 17 (+3) [B]Init[/B]: +2 [B]Spell Save[/B]: -
[B]Cha[/B]: 16 (+3) [B]ACP[/B]: -0 [B]Spell Fail[/B]: 10%
[B]Base Armor Shld Dex Size Nat Misc Total
Armor[/B]: 10 +4 +0 +2 +0 +0 +0 16
[B]Touch[/B]: 13 Flat-Footed: 12
[B]Base Mod Misc Total
Fort[/B]: 3 +0 +1 +4
[B]Ref[/B]: 4 +2 +1 +7
[B]Will[/B]: 6 +3 +1 +10
[B]Armor Bonus Dex ACP ASF Weight Cost[/B]
St. Leather +1, +4 +6 0 10% 15lbs 1765gp
Leafweave (RoW)
[B]Weapon Attack Damage Critical Range Weight Cost [/B]
C. Shortbow,MW +6 1d6 x3 70ft 2 lbs 375gp
Scimitar, MW +4 1d6 18-20x2 10ft 4 lbs 310gp
[B]Equipment Cost / Weight[/B]
Explorers outfit x1 (10 gp / 12 lb)
Flint & Steel (1 gp / 0 lb)
Holy Symbol (Silver) (25 gp / 0 lb)
Belt Pouch (1 gp / .5 lb)
Potion, Cure Light x2 (100 gp / 0 lb)
Potion, Pro. From Evil x2 (100 gp / 0 lb)
Potion, Remove Fear x1 (50 gp / 0 lb)
Cloak of Charisma +2 (4000 gp / 0 lb)
Vest of Resistamce +1 (1000 gp / 0 lb)
Bag of Holding I (2500 gp / 0 lb)
[B]Masterwork Instruments[/B]:
Fiddle: Increases the save for Charm & Fear by +1
Harp: Targets 1 additional creature w/ Fasinate & Inspire Greatness
Lute: +1 caster level for bardic music effects
Mandolin: Increases attack +1, decreases damage & saves -1
Drum: Increase damage +1, decreases saves -1
[B]Total Gold Spent[/B]: 10229
[B]Total Gold Remaining[/B]: 100
[B]Current Capacity[/B]: Light (30)
[B]Carry Capacity[/B]: [B]Light[/B]: 0 – 33 [B]Med[/B].: 34 – 66 [B]Heavy[/B]: 67 – 100
[B]Lift[/B]: 200 [B]Drag[/B]: 500
[B]Languages[/B]: Druidic, Common, & Elven
[B]Feats[/B]: (4)
Versatile Performer (Vocals), Ashbound, Greenbound Summoning
[B]Skill Points[/B]: 57 [B]Max Ranks[/B]: 8
Skills Abil Ranks Mod Misc Total
Appraise Int 0 +1 1
Balance Dex 0 +2 2
Bluff Cha 0 +3 3
Climb Str 0 0 0
Concentration Con 8 +0 8
Craft Int 0 +1 1
Decipher Script Int 0 +1 1
Diplomacy Cha 0 +3 3
Disable Device Dex 0 +2 2
Disguise Cha 0 +3 3
Escape Artist Dex 0 +2 2
Forgery Int 0 +1 0
Gather Information Cha 0 +3 3
Handle Animal Cha 5 +3 8
Heal Wis 5 +3 8
Hide Dex 0 +2 2
Intimidate Cha 0 +3 3
Jump Str 0 0 0
Knowledge (Nature) Int 7 +1 +2 10
Knowledge (Bardic) Int 5 +1 +3 9
Listen Wis 4 +3 7
Move Silently Dex 4 +2 6
Open Lock Dex 0 +2 2
Perform (Strings) Cha 8 +3 +2 13
Perform (Vocals) Cha 8 +3 +2 13 ** Versatile Performer Bonus
Profession Wis 0 +3 3
Ride Dex 0 +2 2
Search Int 0 +1 1
Sense Motive Wis 0 +3 3
Sleight of Hand Dex 0 +2 2
Spellcraft Int 0 +1 1
Spot Wis 5 +3 8
Survival Wis 5 +3 +2 10
Swim Str 0 0 0
Tumble Dex 0 +2 2
Use Magic Device Cha 0 +3 3
Use Rope Dex 0 +2 2
[B]Bard [/B] (DAYxTOTAL) [B]Base DC[/B]: 13 + Spell Level [B]Bonus Spells Per Day[/B]: +3
[B]0 Level[/B] (6x5) [B]1st Level[/B] (3x2)
Read Magic Inpirational Boost
Detect Magic Charm Person
Resistance
Mage Hand
Light
Ghost Sound
[B]Druid Base DC[/B]: 13 + Spell Level [B]Bonus Spells[/B]: +3
[B]0 Level [/B] (7) [B]1st Level [/B] (5) [B]2nd Level [/B] (4)
Dawn x1 Snake Swiftness x1 Summon Swarm x2
Create Water x2 Entagnle x2 Snake Swiftness, Legion x2
Resize x2 Cure Light x2
Flare x1
P. Food & Dr x1
Lyric (Eagle)
[B]HD[/B]: 3d8+3 (25) [B]Initiative[/B]: +3 [B]Speed[/B]: 10 ft (2 squares) [B]Fly[/B]: 80ft Average (40 squares)
[B]AC[/B]: 17 ([B]Dex[/B] +3, [B]Nat[/B] +2, [B]Size[/B] +0, [B]Dodge[/B] +1) [B]Touch[/B]: 14 [B]FF[/B]: 13
[B]Base Attack/Grapple[/B]: +2 / -2 [B]Space/Reach[/B]: 5ft / 5ft
[B]Attack[/B]: Talon +3 melee (1d6)
[B]Full Attack[/B]: 2x Talon +3 melee (1d6)
& 1x Bite -2 melee (1d6)
[B]Abilities[/B]: [B]Str [/B] 11 ; [B]Dex[/B] 16 ; [B]Con[/B] 12 ; [B]Int[/B] 2 ; [B]Wis[/B] 14 ; [B]Cha[/B] 6
[B]Saves[/B]: [B]Fort[/B]: 3, [B]Ref[/B]: 5 , [B]Will[/B]: 2, [B]CR[/B]: 1
[B]Special Qualities[/B]: Low-Light Vision
[B]Skills & Feats[/B]: Listen +2 & Spot +14, Weapon Finese & Dodge
[B]Tricks Known (8)[/B]: Attack, Down, Come, Heel, Defend, Seek, Track, & Stay
[/sblock][sblock=Greenbound Summoning Template]
Greenbound Creature
In the crumbling Siluvanedenn ruins of Telardon, powerful and ancient magical energies seep
from an unknown number of buried arcane treasures. These energies transform hapless creatures
near by into plantlike beings of great strength. A greenbound creature looks much like it
did before transformation, although certain changes are apparent. The creature's flesh has
been replaced by pulpy wood and thickly corded creepers, and tiny branches stick out from
its torso, arms, and legs. Any feathers, hair, or fur is once had have been replaced by some
combination of green vines, moss, and leaves. Greenbound Creatures speak any languages they
knew before transformation, although their voices are now deep and gravelly.
"Greenbound Creature" is an acquired template that can be added to any animal, fey, giant,
humanoid, monstrous humanoid, or vermin (hereafter referred to as the base creature). A
greenbound creature uses all the base creature's statistics and special abilities expect as
noted here:
Size and Type: The creatures type changes to plant with the appropriate augmented subtype.
Do not recalculate base attack bonus, base saves, or skill points. Size is unchanged.
Hit Dice: change all current Hit Dice to d8's.
Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base
creature.
Attack: A greenbound creature retains all the attacks of the base creature and also gains a
slam attack if it didn't have one. If the base creature can use weapons, the greenbound
creature retains this ability. A greenbound creature fighting without weapons uses either
its slam attack or its primary natural weapon (if it has any). A greenbound creature armed
with a weapon uses either its slam attack or a weapon, as it desires.
Full Attack: A greenbound creature has a slam attack. If the base creature does not have this
attack form, use the appropriate damage value from the table below according to the
greenbound creature's size. A creature that has other kinds of natural weapons retains
its old damage or uses the appropriate, value from the table below.
Size______________Base Damage
Fine-------------------1
Diminutive-------------1d2
Tiny-------------------1d3
Small------------------1d4
Medium----------------1d6
Large------------------1d8
Huge------------------2d6
Gargantuan------------2d8
Colossal---------------4d6
Special Attacks: A greenbound creature retains all the special attacks of the base creature
and gains those described below:
Spell-Like Abilities: At will--entangle, pass without trace, speak with plants; 1/day--wall
of thorns. Caster level equals greenbound creature's character level; save DC 10 + spell
level + greenbound creature's Charisma modifier.
Special Qualities: A greenbound creature retains all the special qualities of the base
creature and gains those descripted below:
Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A
greenbound creature's natural weapons are treated as magical weapon for the purpose of
overcoming damage reduction.
Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it
has at least 1 hit point. If reduced to 0 or fewer hit points, It is slain.
Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hand and feats grant it a +4
bonus on grapple checks.
Resistance to Cold and Electicity (Ex): A greenbound creature gains resistance 10 to cold
and electricity.
Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything
within 60 feet that is in contact with the ground.
Abilities: Increase from the Base creature as following: Str +6, Dex +2, Con +4, Cha +4.
Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks
made in forested areas.
Environment: Any forests.
Organizitation: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Standard.
Alignment: Same as the base creature.
Advancement: By character class or as base creature.
Level Adjustment: Same as the base creature +8.[/sblock][sblock=Character Progression & PrC Green Whisperer (Dragon Mag)]
Code:
[B]Char Level Class Level Class Adjustments[/B]
6 Green Wh 1 Bardic Knowledge, Bardic Music, [I]Song of the Heart*[/I]
7 Green Wh 2
8 Green Wh 3 Soothe The Savage Beast, Wis +1
9 Green Wh 4 [I]*Music of Growth[/I]
10 Green Wh 5 Green Ear
[I]*Devotes Projected Feat selection[/I]
[B]Ability Descriptions[/B]
[B]Bardic Knowledge[/B]: Green Whisperer levels stack with bards in determining max
bonus, but only when making checks that have something involving plants, animals, the
elements, or items associated with these topics.
[B]Bardic Music[/B]: Green Whisperer levels stack with bards in determining abilities,
duration and so on.
[B]Spells Per Day[/B]: Green Whisperer levels stack with bards and druids in
determining the amount of spells known and spells per day. They gain additional spells as if
they gained a level in each class but gain no other abilities from the druid class.
[B]Song of the Heart[/B]: Increases the effects of all bardic 'Inspire' songs by +1.
Soothe The Savage Beast: Animals & Magical beasts suffer a -2 to saves against
Fascinate, suggestion, and mass suggestion.
[B]Music of Growth[/B]: You grant a +4 enhancement bonus to Str & Con scores of
every creature of the animal or plant type within 30ft. Counts as a daily use of bardic
music
[B]Green Ear[/B]: Mind affecting bardic music abilities effects creatures of the plant
type.
[/sblock]
I'll post both and you can decide what would be a better fit. Thanks!
-Blood