Name: Dalminock Filinfur
Race: Gnome
Size: small
Gender: Male
Alignment: True Neutral
Str: 06 -2 (0p.) Level: 5 XP: 0
Dex: 16 +3 (10p.) BAB: +3 HP: 9+4+5+4+5= 27 WP: 16
Con: 16 +3 (6p.) Grapple: +1 Dmg Red: 2/-
Int: 14 +2 (6p.) Speed: 20' Spell Res: 0
Wis: 10 +0 (2p.) Init: +3 Spell Save: +1
Cha: 16 +3 (6p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +2 +0 +3 +1 +0 +0 16
Touch: 14 Flatfooted: 12
Base Mod Misc Total
Fort: 1 +3 +4
Ref: 1 +3 +4
Will: 4 +0 +4
Weapon Attack Damage Critical
Dagguer +7 1d6+1 19-20x2
Shortbow +7 1d6 20x3
Languages: Dwarven, Common, Gnome, Elven.
Abilities:
Class: Trapfinding, Sneak attack +2d6, Armor proficiencey (Light), weapon proficiencey (simple), Steal spell(2nd), Steal spell effect, spell grace, Dettect magic, Steal energy resistance 10, Steal spell-like ability
Gnome: Low-light vision, +2 save vs illusion, +1 dc vs illusion spells cast, Weapon familiarity, Spell like abilities (Speak with animals, ghost sounds, prestidigitation, dancing lights), +1 attack against kobolds an goblinoids, +2 listen & craft (alchemy), +4 dodge AC bonus vs giants
Feats: Weapon finesse, Improved diversion
Skill Points: 32+8+8+8+8 Max Ranks: 9/4
Skills Ranks Mod Misc Total
Escape artist 5 +3 +8
Sleith of hand 5 +3 +8
Tumble 5 +3 +8
Hide 5 +3 +4 +11
Move silently 5 +3 +8
Bluff 5 +3 +8
Search 5 +0 +5
Spot 5 +0 +5
Listen 5 +0 +5
Use magic device 5 +3 +8
Craft Alchemy 4 +2 +6
Equipment: Cost Weight
+1 mithral Chain shirt armor 2200 gp 20lb
+1 Dagguer 2010gp 3lb
+1 Shortbow 2030gp 2lb
Flint and steel 1gp -
Backpack 2gp 2lb
Sack x4 4sp 2lb
Bedroll 1sp 5lb
Arrows (40) 2gp 6lb
Ration, Trail(1 day) 5sp 1lb
Travelers Outfit
Ninf cape (CHA+1) 2000gp
Money:
Weith:
Age: 135
Height: 2'8"
Weight: 45 lb.
Eyes: yellow
Hair: black, with pointy beard and mustaches.
Skin: withe
This sounds like there are some rules for summing and druids that are not from the PHB. Before I dig up a Manual of the Planes and the Planar Handbook is there a place I should look for these rules?Cage-Rattler said:Let me see if I can get answers to everyone:
HandofMystra: Aside from the usual concerns of trying to keep track of which spells work on which planes, planar druids have to keep in mind that "Nature", as a concept, is subjective to your location. Awakened Ironmaws and Viper Trees are probably a Bad Idea (TM), for example. Summoning spells draw from creatures native to the plane you're in; casting Summon Nature's Ally IV to summon a tiger while in the Nine Hells, for example, would net you a Maladomini tiger.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.