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DnD 3.5 - Valley of the Dead
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<blockquote data-quote="jager0727" data-source="post: 4900105" data-attributes="member: 84920"><p>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.</p><p> </p><p>Sensalar "Druid of the Blighted Glade" (Druid5/Master of Radiance2)</p><p>[sblock]</p><p>Sansalar</p><p><em>"Druid of the Blighted Glade"</em></p><p>Neutral Good Male Aasimar (+1LA) Druid 5 / Master of Radiance 2 <em>(from Libris Mortis) </em></p><p>Patron Deity: none (worships the forces of nature) </p><p>EXP: 28000</p><p> </p><p>Strength <span style="color: red">14</span> <span style="color: lime">(+2)</span> (6pt buy)</p><p>Dexterity <span style="color: red">16</span> <span style="color: lime">(+3)</span> (10pt buy)</p><p>Constitution <span style="color: red">16</span> <span style="color: lime">(+3)</span> (6pt buy, +1 lvl 4, +1 lvl 8)</p><p>Intelligence <span style="color: red">10 </span><span style="color: lime">(0)</span> (2pt buy)</p><p>Wisdom <span style="color: red">18</span> <span style="color: lime">(+4)</span> (10pt buy, + 2 racial)</p><p>Charisma <span style="color: red">12 </span><span style="color: lime">(+1)</span> (2pt buy, + 2 racial)</p><p> </p><p>Size: Medium</p><p>Age: 29</p><p>Height: 6' 2"</p><p>Weight: 205 lb</p><p>Eyes: metallic looking blue eyes</p><p>Hair: silver</p><p>Skin: lightly tanned caucasian</p><p> </p><p>Appearance </p><p>[sblock]</p><p>Tall and broadly built, Sensalar posseses an unearthly air and fine features, but years of living amongst the wilds and a</p><p>single-minded purpose which recently entered his life makes him seem aloof and difficult to approach. Gruff even before his</p><p>life changed, recent events have done nothing to help his social skills. He posseses blue eyes which upon close inspection</p><p>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</p><p>that was much darker until his recent dedication to finding the creatures of the night, and starting to appear weathered from </p><p>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 </p><p>little anymore for the care of his clothing and has possesed the samebrown and green traveling outfit for many years though it</p><p>has started revealing signs of heavy wear and is patched and restitched haphazardly in many places. He keeps his scimitar clearly </p><p>visible and well maintained and carries a gnarled walking stick which doubles as a quarterstaff at need.</p><p>[/sblock]</p><p> </p><p>Total Hit Points: <span style="color: red">77 </span><span style="color: lime">(7D8 + 3/lvl Con bonus of 21)</span></p><p> </p><p>Speed: 30 feet</p><p>Armor Class: <span style="color: red">19</span> = <span style="color: lime">10 + 4 [wildwood chainmail] +1 [ring of protection +1] + 3 [dexterity] +1 [Darkwood buckler]</span></p><p>Touch AC: <span style="color: red">14</span></p><p>Flat-footed: <span style="color: red">17</span></p><p> </p><p>Special: </p><p>[sblock]</p><p><u>Radiant Aura</u>: <span style="color: lime">provides bright illumination in a 30ft radius around character, shadowy illumination 30ft further</span></p><p><span style="color: lime">free action to activate, Master of Radiance casts light descriptor spells at +2 caster level while</span></p><p><span style="color: lime">within aura. Undead suffer a -2 to attack, damage and saving throw rolls within aura. 1/day, lasts 1 min.</span></p><p> </p><p><u>Turn Undead</u>: <span style="color: lime">as cleric of same level as Master of Radiance level (stacks with any other class which provides turning </span></p><p><span style="color: lime">as a class feature)</span></p><p> </p><p><u>Searing Light</u>:<span style="color: lime">As a standard action while radiant aura is active 1/round. treated as +2 to caster level.(Master of radiance)</span></p><p> </p><p><u>Daylight</u>:<span style="color: lime">As spell 1/day. caster level equal to class levels (Aasimar trait)</span></p><p> </p><p><u>Shapeshift</u><span style="color: lime"><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />PHB 2 alternate druid class feature) Shapeshift at will into nature-oriented or animal forms. </span></p><p><span style="color: lime">supernatural ability as a swift action. retain normal hit dice, hit points, BAB, saving throw bonuses and skills</span></p><p><span style="color: lime">retain normal ability scores except where noted in individual form entries.</span></p><p><em>predator form</em>:<span style="color: lime"><span style="color: yellow">usually a wolf or panther. gain primary bite 1D6, 5 ft. reach, +4 strength, natural armor +4,</span></span></p><p><span style="color: lime"><span style="color: lime">50ft. base land speed. gain mobility as a bonus feat while in form at 4th level.</span></span></p><p><span style="color: lime"></span><em>aerial form</em>:<span style="color: yellow">5th level form, traditionally, eagle, vulture or bat. Gain 1D6 primary talon attack,</span></p><p><span style="color: yellow">5ft. reach, +2 strength, +2 reflex save bonus, +2 natural armor, fly speed 40ft. (good).</span></p><p><span style="color: red"><em>do not gain wildshape feature or animal companion</em> </span></p><p><span style="color: red"><em>will put in further forms pending obtainment of required level</em></span></p><p> </p><p><u>Spontaneous Rejuvenation</u><span style="color: lime"><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />PHB 2 alternate druid class feature) spend standar action and sacrifice a prepared spell. All allies</span></p><p><span style="color: lime">within 30ft. including self gain fast healing equal to sacrificed spells level for 3 rounds.</span></p><p><em><span style="color: red">do not gain ability to spontaneously cast summon natures ally spells</span></em></p><p> </p><p> </p><p><u>Standard Druid Class Features</u>:<span style="color: lime">nature sense, wild empathy, woodland stride, trackles step, resist nature's lure</span></p><p> </p><p><u>Energy Resistance</u>: <span style="color: lime">acid, cold, electricity/5 (racial)</span></p><p>[/sblock] </p><p> </p><p>Caster Level: <span style="color: red">7</span></p><p>Spell DC: <span style="color: red">10 + Spell Level + 4 (Wis)</span></p><p> </p><p>Initiative modifier: <span style="color: red">+ 3</span> = <span style="color: lime">+ 3 [dexterity]</span></p><p> </p><p>Fortitude save: <span style="color: red">+ 10</span> = <span style="color: lime">7 [base] + 3 [constitution]</span> </p><p>Reflex save: <span style="color: red">+ 4</span> = <span style="color: lime">1 [base] + 3 [dexterity] </span></p><p>Will save: <span style="color: red">+ 11</span> = <span style="color: lime">7</span> <span style="color: lime">[base] + 4 [wisdom]</span></p><p> </p><p>Attack (handheld): <span style="color: red">+6</span> = <span style="color: lime">4 [base] + 2 [strength] </span></p><p>Attack (missile): <span style="color: red">+7</span> = <span style="color: lime">4 [base] + 3 [dexterity]</span> </p><p>Grapple check: <span style="color: red">+6</span> = 4 <span style="color: lime">[base] + 2 [strength]</span> </p><p> </p><p>Light load: <span style="color: red">58 lb.</span></p><p>Medium load: <span style="color: red">59-116 lb.</span></p><p>Heavy load: <span style="color: red">117</span><span style="color: red">-175 lb.</span></p><p>Lift over head: <span style="color: red">175 lb.</span></p><p>Lift off ground: <span style="color: red">325 lb.</span></p><p>Push or drag: <span style="color: red">875 </span><span style="color: red">lb.</span></p><p> </p><p>Languages: Common, Celestial, Druidic</p><p> </p><p>Feats </p><p>[sblock]</p><p>Natural Spell: <span style="color: lime">cast in shapeshifted form</span></p><p>Educated: <span style="color: lime">all knowledge skills as class, +1 to two selected skills</span></p><p>Sacred Vengeance: <span style="color: lime">+2D6 melee attack vs undead till end of round, costs a turning attempt.</span><em>(Libris Mortis)</em></p><p>[/sblock]</p><p> </p><p>Skills </p><p>[sblock]</p><p>4 + Int/lvl both classes</p><p>Appraise <span style="color: red">+ 0</span> = <span style="color: lime">+0 [Int]</span></p><p>Balance <span style="color: red">+ 3</span> = <span style="color: lime">3 [Dex]</span> </p><p>Bluff <span style="color: red">+ 1</span> = <span style="color: lime">+ 1 [Cha]</span></p><p>Climb <span style="color: red">+ 2</span> = <span style="color: lime">+ 2 [Str]</span> </p><p>Concentration <span style="color: red">+ 9</span> = <span style="color: lime">+ 6 [base] + 3 [Con] </span></p><p>Craft </p><p>Decipher Script </p><p>Diplomacy <span style="color: red">+ 1</span> = <span style="color: lime">+ 1 [Cha</span><span style="color: lime">]</span></p><p>Disguise <span style="color: red">+ 1</span> = <span style="color: lime">+ 1 [Cha]</span></p><p>Escape Artist <span style="color: red">+ 3</span> = <span style="color: lime">+ 3 [Dex]</span> </p><p>Forgery</p><p>Gather Information <span style="color: red">+ 1</span> = <span style="color: lime">+ 1 [Cha]</span></p><p>Handle Animal <span style="color: red">+ 1</span> = <span style="color: lime">+ 1 [Cha]</span></p><p>Heal <span style="color: red">+ 10</span> = <span style="color: lime">+ 16 [base] + 4 [Wis]</span></p><p>Hide <span style="color: red">+ 3</span> = <span style="color: lime">3 [Dex]</span> </p><p>Intimidate <span style="color: red">+ 1</span> = <span style="color: lime">1 [Cha]</span></p><p>Jump <span style="color: red">+ 2</span> = <span style="color: lime">+ 2 [Str]</span> </p><p>Knowledge (nature) <span style="color: red">+ 9</span> = <span style="color: lime">8 [base] + 1 [feat]</span></p><p>Knowledge (Religion) <span style="color: red">+ 5</span> = <span style="color: lime">+ 5 [base]</span> <span style="color: lime">+1 [feat]</span></p><p>Listen <span style="color: red">+ 10</span> = <span style="color: lime">+ 4 [base] + 4 [Wis} + 2 [racial]</span></p><p>Move Silently <span style="color: red">+ 3</span> = <span style="color: lime">3 [Dex]</span> </p><p>Ride <span style="color: red">+ 3</span> = <span style="color: lime">3 [Dex]</span></p><p>Search </p><p>Spot <span style="color: red">+ 10</span> = <span style="color: lime">+ 4 [base] + 4 [Wis] + 2 [racial]</span></p><p>Sense Motive <span style="color: red">+ 4</span> = <span style="color: lime">+ 4 [Wis]</span></p><p>Spellcraft <span style="color: red">+ 7</span> = <span style="color: lime">+ 7 [base]</span></p><p>Survival <span style="color: red">+ 4</span> = <span style="color: lime">+ 4 [Wis]</span> </p><p>Swim <span style="color: red">+ 2</span> = <span style="color: lime">+ 2 [Str] </span></p><p>Use Rope <span style="color: red">+ 3</span> = <span style="color: lime">+3 [Dex]</span> </p><p>[/sblock]</p><p> </p><p> </p><p>Spells </p><p>[sblock]</p><p>Known Spells:</p><p>Druid list</p><p> </p><p>Spells/Day</p><p>0 level: <span style="color: red">5</span></p><p>1 level: <span style="color: red">4</span> = <span style="color: lime">3 + 1 [Wis]</span></p><p>2 level: <span style="color: red">4</span> = <span style="color: lime">3 + 1 [Wis]</span></p><p>3 level: <span style="color: red">3</span> = <span style="color: lime">2 + 1 [Wis]</span></p><p>4 level: <span style="color: lime">+ 1 [Wis]</span></p><p>5 level: </p><p>6 level: </p><p>7 level: </p><p>8 level: </p><p>9 level: </p><p> </p><p>Prepared spells: <em>need to update</em> </p><p>0 level: </p><p>1 level: </p><p>2 level: </p><p>3 level: </p><p>4 level: </p><p>5 level: </p><p>6 level: </p><p>7 level: </p><p>8 level: </p><p>9 level: </p><p>[/sblock]</p><p> </p><p>Turn Undead: <span style="color: red"><em>As a level 2 Cleric (Master of Radiance class feature)</em></span></p><p>4 times/day <span style="color: lime">(3 + 1 [Cha])</span></p><p>turning Check = <span style="color: lime">1D20 + 1 [Cha]</span></p><p>Turning Damage = <span style="color: lime">2D6 + 2 (class level) + 1 [Cha]</span></p><p> </p><p>Level Advancement </p><p>[sblock]</p><p>1: <u>Druid </u>- <span style="color: red">Concentration + 4, Heal + 4, Knowledge (nature) +4, Listen +4</span></p><p><span style="color: lime">shapeshift, nature sense, wild empathy</span> </p><p>Feat: <em>Educated</em></p><p> </p><p>2: <u>Druid </u>- <span style="color: red">Spellcraft + 4</span></p><p><span style="color: lime">woodland stride</span></p><p> </p><p>3: <u>Druid</u> - <span style="color: red">Spot + 4</span></p><p>Feat: <em>Natural Spell</em></p><p> </p><p>4: <u>Druid</u> - <span style="color: yellow">Con raised to 15</span></p><p><span style="color: red">Knowledge (religion) + 4</span></p><p><span style="color: lime">trackless step</span></p><p> </p><p>5: <u>Druid</u> - <span style="color: red">Concentration + 2, Knowledge (religion) +1, Heal + 1</span> </p><p> </p><p>6: <u>Master of Radiance</u> - <span style="color: red">Heal +1, Knowledge (nature) +2, Spellcraft + 1</span></p><p><span style="color: lime">radiant aura 1/day, turn undead</span></p><p>Feat: <em>Sacred Vengeance</em></p><p> </p><p>7: <u>Master of Radiance</u> - <span style="color: red">Spellcraft + 2, Knowledge (nature) +2,</span> </p><p> </p><p>Totals:</p><p>BAB <span style="color: red">+4</span> <span style="color: lime">(+3: Druid/+1: Master of Radiance),</span> Fort <span style="color: red">+7</span><span style="color: lime"> (4: Druid/1: Master of Radiance), </span></p><p>Ref <span style="color: red">+1</span> <span style="color: lime">(1: Druid/0: Master of Radiance),</span> Will <span style="color: red">+7</span> <span style="color: lime">(4: Druid/3: Master of Radiance)</span></p><p><span style="color: yellow">Concentration + 6, Knowledge (nature) +8, Knowledge (religion) +5, Spellcraft +7, Heal +6, Listen +4, Spot +4</span></p><p>[/sblock]</p><p> </p><p>Aasimar </p><p>[sblock]</p><p>* +2 Wisdom, +2 Constitution.</p><p>* Outsider (native)</p><p>* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.</p><p>* Base land speed is 30 feet.</p><p>* Darkvision: 60 feet</p><p>* Daylight: An Aasimar can use <em>Daylight</em> once per day as a first level caster or a caster of his class level, whichever is higher.</p><p>* Resistance to acid 5, cold 5, electricity 5 due to their celestil blood</p><p>* +2 racial bonus on Listen and Spot checks.</p><p>* Automatic Languages: Common and Celestial. Bonus Languages: Dwarven, Elven, Gnome, Halfling and Sylvan</p><p>* Favored Class: Paladin</p><p>* Level Adjustment: +1</p><p>[/sblock]</p><p> </p><p>Master of Radiance</p><p>[sblock]</p><p>Master of radiance is a five level PrC from Libris Mortis. It grants a turn undead ability which stacks with any existing class</p><p>possessing the feature. <span style="color: red">A BAB progression of +0,+1,+2,+3,+3</span>, <span style="color: yellow">Fort and Will progressions of +2,+3,+3,+4,+4</span>, and a <span style="color: lime">Ref progression of</span></p><p><span style="color: lime">+0,+0,+1,+1,+1</span>. <span style="color: mediumturquoise">1D8/lvl hit dice</span>, <span style="color: red">4+Int/lvl skill points</span>, and a<span style="color: yellow"> +1 level of existing divine spellcasting class for level 2-5</span>. Special class features </p><p>are listed under special abilities.</p><p>[/sblock]</p><p> </p><p>Equipment </p><p>[sblock]</p><p><u>Wild Wildwood Chainmail</u> = <span style="color: lime">9600 gold/30 lbs, AC +4</span></p><p><span style="color: red">(wild enchantment = 9000, wildwood material chainmail from Races of the Wild = 600) </span></p><p><em>wildwood</em>: 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</p><p>soaked in at least 1 gallon water per day, non-magical</p><p><em>wild</em>: wild type equipment shapechanges with wearer and provides AC bonuses in animal form if armor</p><p><strong><span style="color: yellow">and it's fun to say</span></strong></p><p> </p><p><u>Darkwood Buckler</u> = <span style="color: lime">190 gold/2.5 lbs AC +1</span></p><p><em>Darkwood</em>: 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</p><p> </p><p><u>Flaming Quarterstaff</u> = <span style="color: lime">2000 gold/4 lbs </span><span style="color: yellow"><em>(quarterstaff two-handed/ 1d6/1d6/ crit x2/ bludgeoning)</em></span></p><p><em>Flaming</em>: 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</p><p>another command returns the weapon to normal</p><p> </p><p><u>Ghost Touch Scimitar</u> = <span style="color: lime">2015 gold/4 lbs </span><span style="color: yellow"><em>(one-handed/ 1d6/ crit 18-20 x2/ slashing)</em></span></p><p><em>Ghost Touch</em>: 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</p><p>against corporeal foes. Essentially, it funtions as either corporeal or incorporeal at any time, whichever is more beneficial to the wielder.</p><p> </p><p>Sling = negligable cost/weight <span style="color: yellow"><em>(missile/ 1d4/ crit x2/ bludgeoning/ range 50ft)</em></span></p><p> </p><p><u>Hewards Handy Haversack</u> = <span style="color: lime">2000 gold/5 lbs.</span></p><p>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,</p><p>the central pocket can hold 8 cubic feet of material or 80 lbs. The bag's weight remains 5 lbs.</p><p> </p><p><u>Ring of Protection +1</u> = <span style="color: lime">2000 gold</span></p><p>Provides a +1 to AC</p><p> </p><p><u>Periapt of Health</u> = <span style="color: lime">7500 gold</span></p><p>Renders wearer immune to all types of disease including those which are supernatural in origin</p><p> </p><p><u>Bedroll</u> = <span style="color: lime">1 silver/5 lbs</span> <em>(negated by Haversack)</em></p><p><u>Flint and Steel</u> = <span style="color: lime">1 gold</span></p><p><u>Waterskin</u> = <span style="color: lime">1 gold/4 lbs</span> <em>(negated by haversack)</em></p><p><u>Hempen Rope 50 feet</u> = <span style="color: lime">1 gold/10 lbs.</span> <em>(negated by haversack)</em></p><p><u>Holly and mistletoe</u>= <span style="color: lime">no cost/negligable weight</span> <em>divine focus</em></p><p><u>Worn Travelers Outfit</u> = <span style="color: lime">1 gold/5 lbs.</span></p><p>_____</p><p>Total:<span style="color: red">25,309 gold, 1 silver/50.5 lbs.</span></p><p> </p><p>GP on person: <span style="color: red">1690 gold, 9 silver</span></p><p>[/sblock]</p><p> </p><p>religious views</p><p>[sblock]</p><p>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 </p><p>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,</p><p>though by no means can it be called devotion.</p><p>[/sblock]</p><p> </p><p>background </p><p>[sblock]</p><p>Sensalar is a descendant of a long-forgotten half-celestial paladin named Erykul whose memory is preserved amongst his line. In tribute</p><p>to this ancestor, the men of Sensalar's family have a tradition of entering the church or becoming protectors of the world around them.</p><p>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 </p><p>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 </p><p>provides their lifeblood.</p><p>His family's dedication to preserving the tenets of their celestial forefathers' homelands in the prime material world have led those who</p><p>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</p><p>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</p><p>sort of eccentric but loved member.</p><p>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</p><p>incursion by peasants, usually resolved once he showed them a more effective way to utilize the land and it's creatures. This fairly benign </p><p>existance came to a close one day when a powerful necromancer decided the rural forest, and specifically the glade Sensalar called home, would</p><p>be ideal as a base in which to pursue his corrupted studies away from prying eyes. Although Sensalar was unhappy with this arrangement, deeming </p><p>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 </p><p>decided it best to simply continue his vigilance around the dread wizard so long as he restricted his activities to studies and experiments </p><p>that didn't harm the surrounding area.</p><p>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 </p><p>immortality. In time, the forest became overrun with the beings the mage had summoned or created there and the once peaceful area transformed </p><p>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</p><p>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 </p><p>and warriors of his family. </p><p>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</p><p>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</p><p>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 </p><p>the dark forest found only desolation where fear had once reigned. Sensalar has since dedicated his life to discovering what happened to his home </p><p>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 </p><p>in the hopes of finding answers of his own.</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jager0727, post: 4900105, member: 84920"] 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) [sblock] Sansalar [I]"Druid of the Blighted Glade"[/I] Neutral Good Male Aasimar (+1LA) Druid 5 / Master of Radiance 2 [I](from Libris Mortis) [/I] Patron Deity: none (worships the forces of nature) EXP: 28000 Strength [COLOR=red]14[/COLOR] [COLOR=lime](+2)[/COLOR] (6pt buy) Dexterity [COLOR=red]16[/COLOR] [COLOR=lime](+3)[/COLOR] (10pt buy) Constitution [COLOR=red]16[/COLOR] [COLOR=lime](+3)[/COLOR] (6pt buy, +1 lvl 4, +1 lvl 8) Intelligence [COLOR=red]10 [/COLOR][COLOR=lime](0)[/COLOR] (2pt buy) Wisdom [COLOR=red]18[/COLOR] [COLOR=lime](+4)[/COLOR] (10pt buy, + 2 racial) Charisma [COLOR=red]12 [/COLOR][COLOR=lime](+1)[/COLOR] (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 [sblock] 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. [/sblock] Total Hit Points: [COLOR=red]77 [/COLOR][COLOR=lime](7D8 + 3/lvl Con bonus of 21)[/COLOR] Speed: 30 feet Armor Class: [COLOR=red]19[/COLOR] = [COLOR=lime]10 + 4 [wildwood chainmail] +1 [ring of protection +1] + 3 [dexterity] +1 [Darkwood buckler][/COLOR] Touch AC: [COLOR=red]14[/COLOR] Flat-footed: [COLOR=red]17[/COLOR] Special: [sblock] [U]Radiant Aura[/U]: [COLOR=lime]provides bright illumination in a 30ft radius around character, shadowy illumination 30ft further[/COLOR] [COLOR=lime]free action to activate, Master of Radiance casts light descriptor spells at +2 caster level while[/COLOR] [COLOR=lime]within aura. Undead suffer a -2 to attack, damage and saving throw rolls within aura. 1/day, lasts 1 min.[/COLOR] [U]Turn Undead[/U]: [COLOR=lime]as cleric of same level as Master of Radiance level (stacks with any other class which provides turning [/COLOR] [COLOR=lime]as a class feature)[/COLOR] [U]Searing Light[/U]:[COLOR=lime]As a standard action while radiant aura is active 1/round. treated as +2 to caster level.(Master of radiance)[/COLOR] [U]Daylight[/U]:[COLOR=lime]As spell 1/day. caster level equal to class levels (Aasimar trait)[/COLOR] [U]Shapeshift[/U][COLOR=lime]:(PHB 2 alternate druid class feature) Shapeshift at will into nature-oriented or animal forms. [/COLOR] [COLOR=lime]supernatural ability as a swift action. retain normal hit dice, hit points, BAB, saving throw bonuses and skills[/COLOR] [COLOR=lime]retain normal ability scores except where noted in individual form entries.[/COLOR] [I]predator form[/I]:[COLOR=lime][COLOR=yellow]usually a wolf or panther. gain primary bite 1D6, 5 ft. reach, +4 strength, natural armor +4,[/COLOR] [COLOR=lime]50ft. base land speed. gain mobility as a bonus feat while in form at 4th level.[/COLOR] [/COLOR][I]aerial form[/I]:[COLOR=yellow]5th level form, traditionally, eagle, vulture or bat. Gain 1D6 primary talon attack,[/COLOR] [COLOR=yellow]5ft. reach, +2 strength, +2 reflex save bonus, +2 natural armor, fly speed 40ft. (good).[/COLOR] [COLOR=red][I]do not gain wildshape feature or animal companion[/I] [/COLOR] [COLOR=red][I]will put in further forms pending obtainment of required level[/I][/COLOR] [U]Spontaneous Rejuvenation[/U][COLOR=lime]:(PHB 2 alternate druid class feature) spend standar action and sacrifice a prepared spell. All allies[/COLOR] [COLOR=lime]within 30ft. including self gain fast healing equal to sacrificed spells level for 3 rounds.[/COLOR] [I][COLOR=red]do not gain ability to spontaneously cast summon natures ally spells[/COLOR][/I] [U]Standard Druid Class Features[/U]:[COLOR=lime]nature sense, wild empathy, woodland stride, trackles step, resist nature's lure[/COLOR] [U]Energy Resistance[/U]: [COLOR=lime]acid, cold, electricity/5 (racial)[/COLOR] [/sblock] Caster Level: [COLOR=red]7[/COLOR] Spell DC: [COLOR=red]10 + Spell Level + 4 (Wis)[/COLOR] Initiative modifier: [COLOR=red]+ 3[/COLOR] = [COLOR=lime]+ 3 [dexterity][/COLOR] Fortitude save: [COLOR=red]+ 10[/COLOR] = [COLOR=lime]7 [base] + 3 [constitution][/COLOR] Reflex save: [COLOR=red]+ 4[/COLOR] = [COLOR=lime]1 [base] + 3 [dexterity] [/COLOR] Will save: [COLOR=red]+ 11[/COLOR] = [COLOR=lime]7[/COLOR] [COLOR=lime][base] + 4 [wisdom][/COLOR] Attack (handheld): [COLOR=red]+6[/COLOR] = [COLOR=lime]4 [base] + 2 [strength] [/COLOR] Attack (missile): [COLOR=red]+7[/COLOR] = [COLOR=lime]4 [base] + 3 [dexterity][/COLOR] Grapple check: [COLOR=red]+6[/COLOR] = 4 [COLOR=lime][base] + 2 [strength][/COLOR] Light load: [COLOR=red]58 lb.[/COLOR] Medium load: [COLOR=red]59-116 lb.[/COLOR] Heavy load: [COLOR=red]117[/COLOR][COLOR=red]-175 lb.[/COLOR] Lift over head: [COLOR=red]175 lb.[/COLOR] Lift off ground: [COLOR=red]325 lb.[/COLOR] Push or drag: [COLOR=red]875 [/COLOR][COLOR=red]lb.[/COLOR] Languages: Common, Celestial, Druidic Feats [sblock] Natural Spell: [COLOR=lime]cast in shapeshifted form[/COLOR] Educated: [COLOR=lime]all knowledge skills as class, +1 to two selected skills[/COLOR] Sacred Vengeance: [COLOR=lime]+2D6 melee attack vs undead till end of round, costs a turning attempt.[/COLOR][I](Libris Mortis)[/I] [/sblock] Skills [sblock] 4 + Int/lvl both classes Appraise [COLOR=red]+ 0[/COLOR] = [COLOR=lime]+0 [Int][/COLOR] Balance [COLOR=red]+ 3[/COLOR] = [COLOR=lime]3 [Dex][/COLOR] Bluff [COLOR=red]+ 1[/COLOR] = [COLOR=lime]+ 1 [Cha][/COLOR] Climb [COLOR=red]+ 2[/COLOR] = [COLOR=lime]+ 2 [Str][/COLOR] Concentration [COLOR=red]+ 9[/COLOR] = [COLOR=lime]+ 6 [base] + 3 [Con] [/COLOR] Craft Decipher Script Diplomacy [COLOR=red]+ 1[/COLOR] = [COLOR=lime]+ 1 [Cha[/COLOR][COLOR=lime]][/COLOR] Disguise [COLOR=red]+ 1[/COLOR] = [COLOR=lime]+ 1 [Cha][/COLOR] Escape Artist [COLOR=red]+ 3[/COLOR] = [COLOR=lime]+ 3 [Dex][/COLOR] Forgery Gather Information [COLOR=red]+ 1[/COLOR] = [COLOR=lime]+ 1 [Cha][/COLOR] Handle Animal [COLOR=red]+ 1[/COLOR] = [COLOR=lime]+ 1 [Cha][/COLOR] Heal [COLOR=red]+ 10[/COLOR] = [COLOR=lime]+ 16 [base] + 4 [Wis][/COLOR] Hide [COLOR=red]+ 3[/COLOR] = [COLOR=lime]3 [Dex][/COLOR] Intimidate [COLOR=red]+ 1[/COLOR] = [COLOR=lime]1 [Cha][/COLOR] Jump [COLOR=red]+ 2[/COLOR] = [COLOR=lime]+ 2 [Str][/COLOR] Knowledge (nature) [COLOR=red]+ 9[/COLOR] = [COLOR=lime]8 [base] + 1 [feat][/COLOR] Knowledge (Religion) [COLOR=red]+ 5[/COLOR] = [COLOR=lime]+ 5 [base][/COLOR] [COLOR=lime]+1 [feat][/COLOR] Listen [COLOR=red]+ 10[/COLOR] = [COLOR=lime]+ 4 [base] + 4 [Wis} + 2 [racial][/COLOR] Move Silently [COLOR=red]+ 3[/COLOR] = [COLOR=lime]3 [Dex][/COLOR] Ride [COLOR=red]+ 3[/COLOR] = [COLOR=lime]3 [Dex][/COLOR] Search Spot [COLOR=red]+ 10[/COLOR] = [COLOR=lime]+ 4 [base] + 4 [Wis] + 2 [racial][/COLOR] Sense Motive [COLOR=red]+ 4[/COLOR] = [COLOR=lime]+ 4 [Wis][/COLOR] Spellcraft [COLOR=red]+ 7[/COLOR] = [COLOR=lime]+ 7 [base][/COLOR] Survival [COLOR=red]+ 4[/COLOR] = [COLOR=lime]+ 4 [Wis][/COLOR] Swim [COLOR=red]+ 2[/COLOR] = [COLOR=lime]+ 2 [Str] [/COLOR] Use Rope [COLOR=red]+ 3[/COLOR] = [COLOR=lime]+3 [Dex][/COLOR] [/sblock] Spells [sblock] Known Spells: Druid list Spells/Day 0 level: [COLOR=red]5[/COLOR] 1 level: [COLOR=red]4[/COLOR] = [COLOR=lime]3 + 1 [Wis][/COLOR] 2 level: [COLOR=red]4[/COLOR] = [COLOR=lime]3 + 1 [Wis][/COLOR] 3 level: [COLOR=red]3[/COLOR] = [COLOR=lime]2 + 1 [Wis][/COLOR] 4 level: [COLOR=lime]+ 1 [Wis][/COLOR] 5 level: 6 level: 7 level: 8 level: 9 level: Prepared spells: [I]need to update[/I] 0 level: 1 level: 2 level: 3 level: 4 level: 5 level: 6 level: 7 level: 8 level: 9 level: [/sblock] Turn Undead: [COLOR=red][I]As a level 2 Cleric (Master of Radiance class feature)[/I][/COLOR] 4 times/day [COLOR=lime](3 + 1 [Cha])[/COLOR] turning Check = [COLOR=lime]1D20 + 1 [Cha][/COLOR] Turning Damage = [COLOR=lime]2D6 + 2 (class level) + 1 [Cha][/COLOR] Level Advancement [sblock] 1: [U]Druid [/U]- [COLOR=red]Concentration + 4, Heal + 4, Knowledge (nature) +4, Listen +4[/COLOR] [COLOR=lime]shapeshift, nature sense, wild empathy[/COLOR] Feat: [I]Educated[/I] 2: [U]Druid [/U]- [COLOR=red]Spellcraft + 4[/COLOR] [COLOR=lime]woodland stride[/COLOR] 3: [U]Druid[/U] - [COLOR=red]Spot + 4[/COLOR] Feat: [I]Natural Spell[/I] 4: [U]Druid[/U] - [COLOR=yellow]Con raised to 15[/COLOR] [COLOR=red]Knowledge (religion) + 4[/COLOR] [COLOR=lime]trackless step[/COLOR] 5: [U]Druid[/U] - [COLOR=red]Concentration + 2, Knowledge (religion) +1, Heal + 1[/COLOR] 6: [U]Master of Radiance[/U] - [COLOR=red]Heal +1, Knowledge (nature) +2, Spellcraft + 1[/COLOR] [COLOR=lime]radiant aura 1/day, turn undead[/COLOR] Feat: [I]Sacred Vengeance[/I] 7: [U]Master of Radiance[/U] - [COLOR=red]Spellcraft + 2, Knowledge (nature) +2,[/COLOR] Totals: BAB [COLOR=red]+4[/COLOR] [COLOR=lime](+3: Druid/+1: Master of Radiance),[/COLOR] Fort [COLOR=red]+7[/COLOR][COLOR=lime] (4: Druid/1: Master of Radiance), [/COLOR] Ref [COLOR=red]+1[/COLOR] [COLOR=lime](1: Druid/0: Master of Radiance),[/COLOR] Will [COLOR=red]+7[/COLOR] [COLOR=lime](4: Druid/3: Master of Radiance)[/COLOR] [COLOR=yellow]Concentration + 6, Knowledge (nature) +8, Knowledge (religion) +5, Spellcraft +7, Heal +6, Listen +4, Spot +4[/COLOR] [/sblock] Aasimar [sblock] * +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 [I]Daylight[/I] 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 [/sblock] Master of Radiance [sblock] 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. [COLOR=red]A BAB progression of +0,+1,+2,+3,+3[/COLOR], [COLOR=yellow]Fort and Will progressions of +2,+3,+3,+4,+4[/COLOR], and a [COLOR=lime]Ref progression of[/COLOR] [COLOR=lime]+0,+0,+1,+1,+1[/COLOR]. [COLOR=mediumturquoise]1D8/lvl hit dice[/COLOR], [COLOR=red]4+Int/lvl skill points[/COLOR], and a[COLOR=yellow] +1 level of existing divine spellcasting class for level 2-5[/COLOR]. Special class features are listed under special abilities. [/sblock] Equipment [sblock] [U]Wild Wildwood Chainmail[/U] = [COLOR=lime]9600 gold/30 lbs, AC +4[/COLOR] [COLOR=red](wild enchantment = 9000, wildwood material chainmail from Races of the Wild = 600) [/COLOR] [I]wildwood[/I]: 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 [I]wild[/I]: wild type equipment shapechanges with wearer and provides AC bonuses in animal form if armor [B][COLOR=yellow]and it's fun to say[/COLOR][/B] [U]Darkwood Buckler[/U] = [COLOR=lime]190 gold/2.5 lbs AC +1[/COLOR] [I]Darkwood[/I]: 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 [U]Flaming Quarterstaff[/U] = [COLOR=lime]2000 gold/4 lbs [/COLOR][COLOR=yellow][I](quarterstaff two-handed/ 1d6/1d6/ crit x2/ bludgeoning)[/I][/COLOR] [I]Flaming[/I]: 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 [U]Ghost Touch Scimitar[/U] = [COLOR=lime]2015 gold/4 lbs [/COLOR][COLOR=yellow][I](one-handed/ 1d6/ crit 18-20 x2/ slashing)[/I][/COLOR] [I]Ghost Touch[/I]: 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 [COLOR=yellow][I](missile/ 1d4/ crit x2/ bludgeoning/ range 50ft)[/I][/COLOR] [U]Hewards Handy Haversack[/U] = [COLOR=lime]2000 gold/5 lbs.[/COLOR] 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. [U]Ring of Protection +1[/U] = [COLOR=lime]2000 gold[/COLOR] Provides a +1 to AC [U]Periapt of Health[/U] = [COLOR=lime]7500 gold[/COLOR] Renders wearer immune to all types of disease including those which are supernatural in origin [U]Bedroll[/U] = [COLOR=lime]1 silver/5 lbs[/COLOR] [I](negated by Haversack)[/I] [U]Flint and Steel[/U] = [COLOR=lime]1 gold[/COLOR] [U]Waterskin[/U] = [COLOR=lime]1 gold/4 lbs[/COLOR] [I](negated by haversack)[/I] [U]Hempen Rope 50 feet[/U] = [COLOR=lime]1 gold/10 lbs.[/COLOR] [I](negated by haversack)[/I] [U]Holly and mistletoe[/U]= [COLOR=lime]no cost/negligable weight[/COLOR] [I]divine focus[/I] [U]Worn Travelers Outfit[/U] = [COLOR=lime]1 gold/5 lbs.[/COLOR] _____ Total:[COLOR=red]25,309 gold, 1 silver/50.5 lbs.[/COLOR] GP on person: [COLOR=red]1690 gold, 9 silver[/COLOR] [/sblock] religious views [sblock] 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. [/sblock] background [sblock] 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. [/sblock] [/sblock] [/QUOTE]
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