Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
Rogues Gallery Scotley's Kingmaker
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scott DeWar" data-source="post: 6677691" data-attributes="member: 49929"><p>Brondelleon</p><p></p><p>[sblock=variant druid]</p><p>Gain</p><p>Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), </p><p>fast movement (as monk), </p><p>favored enemy (as ranger), </p><p>Track feat (as ranger).</p><p></p><p>Lose</p><p>Armor and shield proficiency, </p><p>wild shape (all versions). </p><p>[/sblock]</p><p></p><p><strong>Race</strong>: Half-Elf</p><p><strong>Class</strong>: Druid 2</p><p><strong>Alignment:</strong> Lawful Neutral</p><p><strong>Languages:</strong> Common, Elf, Sylvan, Celestial, Druidic</p><p><strong>Deity</strong>: Abadar</p><p></p><p>[code]</p><p>[B]ABILITIES[/B]</p><p>[B]STR[/B]: 10 +0 (00 pts)</p><p>[B]DEX[/B]: 15 +2 (07 pts)</p><p>[B]CON[/B]: 10 +0 (00 pts)</p><p>[B]INT[/B]: 14 +2 (05 pts)</p><p>[B]WIS[/B]: 16 +3 (05 pts) +2 racial adj.</p><p>[B]CHA[/B]: 13 +1 (03 pts)</p><p></p><p>[B]COMBAT[/B]</p><p>[B]HP[/B]: 14 = [2d8] + 00 (CON) + 00 (favored class)</p><p>[B]AC[/B]: 15 = 10 + 2 [dex] + 3[wis] +0 [monk]</p><p>[B]AC Touch[/B]: 15 = 10 + 2 [DEX]+3[wis]; </p><p>[B]AC Flatfooted[/B]: 13 +3 [wis]</p><p>[B]INIT[/B]: +2 = +2 (DEX)</p><p>[B]BAB[/B]: +1 = +1 (Druid)</p><p>[B]CMB[/B]: +4 = +0 (STR) + 1 (BAB) +3 [wis]</p><p>[B]CMD[/B]: 16 = 10 + 0 (STR) + 2 (DEX) + 1 (BAB)+3 [wis]</p><p>[B]Fort[/B]: +3 = +3 (Druid) + 0 (CON)</p><p>[B]Reflex[/B]: +2 = +0 (Druid) + 2 (DEX)</p><p>[B]Will[/B]: +6 = +3 (Druid) + 3 (WIS)</p><p>[B]Speed:[/B] 30' +0[monk]</p><p>[B]Damage Reduction[/B]: None</p><p>[B]Spell Resistance[/B]: None</p><p>[B]Spell Failure[/B]: n/a</p><p>*Bonus to Armor Class CMB and CMD when unarmored (as monk, including Wisdom </p><p> bonus to AC),</p><p>*fast movement (as monk)</p><p></p><p>[B]WEAPONS[/B]</p><p>Shortspear (melee):</p><p>Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC)</p><p>Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20/x2 type p</p><p></p><p>Shortspear(ranged):</p><p>Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20/x2, Range: 20 ft. type p</p><p></p><p>Dagger(melee):</p><p>Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC)</p><p>Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20/x2 type p/s</p><p></p><p>Dagger(ranged):</p><p>Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)</p><p>Damage = 1d4+0(P) = +0 (STR); CRIT 19-20/x2, Range: 10 ft. type P/S</p><p></p><p>Quarterstaff [melee]</p><p>Attack: +1 [bab]</p><p>Damage: 1d6 CRIT 20/x2 type B</p><p></p><p>Long bow [ranged]</p><p>Attack: +3 [bab, dex]</p><p>dam 1d8</p><p>Ammo: </p><p></p><p>[B]RACIAL TRAITS[/B]</p><p></p><p>[U]+2 to One Ability Score[/U]: Half-elf characters get a +2 bonus to one ability score of their </p><p> choice at creation to represent their varied nature.</p><p>[U]Medium[/U]: Half-elves are Medium creatures and have no bonuses or penalties due to </p><p> their size.</p><p>[U]Normal Speed:[/U] Half-elves have a base speed of 30 feet.</p><p>[U]Low-Light Vision:[/U] Half-elves can see twice as far as humans in conditions of dim light </p><p> (see low-light vision).</p><p>[U]Racial martial weapon[/U]: Long bow and composite long bow</p><p>[U]Elf Blood[/U]: Half-elves count as both elves and humans for any effect related to race.</p><p>[U]Elven Immunities:[/U] Half-elves are immune to magic sleep effects and get a +2 racial </p><p> saving throw bonus against enchantment spells and effects.</p><p>[U]Keen Senses:[/U] Half-elves receive a +2 racial bonus on Perception skill checks.</p><p>[U]Multi-talented:[/U] Half-elves choose two favored class at first level and gain +1 hit point </p><p> or +1 skill point whenever they take a level in either one of those classes.</p><p>[U]Favored Classes:[/U] Druid and Summoner</p><p>[U]Languages:[/U] Half-elves begin play speaking Common and Elven. Half-elves with high </p><p> Intelligence scores can choose any languages they want </p><p> (except secret languages, such as Druidic).</p><p></p><p>[B]CLASS FEATURES[/B]</p><p></p><p>[U]Nature bond[/U]</p><p>[sblock]</p><p>this is a close tie to the natural world, granting the druid one of the following cleric </p><p> domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access </p><p> to a set of Animal and Terrain Domains. When determining the powers and bonus </p><p> spells granted by this domain, the druid's effective cleric level is equal to her druid </p><p> level. A druid that selects this option also receives additional domain spell slots, just </p><p> like a cleric. He must prepare the spell from his domain in this slot and this spell </p><p> cannot be used to cast a spell spontaneously.[/sblock]</p><p></p><p>[U]Nature Sense[/U]</p><p>A druid gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p></p><p>[U]Wild Empathy[/U]</p><p>[sblock]</p><p>A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to</p><p> improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier </p><p> 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 </p><p>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 </p><p>be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes </p><p>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 </p><p>he takes a –4 penalty on the check.[/sblock]</p><p></p><p>[U]Weapon and Armor Proficiency:[/U] </p><p>Druids are proficient with the following weapons: club, dagger, dart, </p><p> quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.</p><p></p><p>Druids of this alternate feature are prohibited from wearing armor or using shields.</p><p></p><p>A druid who wears prohibited armor or uses a prohibited shield is unable to cast</p><p> druid spells or use any of his supernatural or spell-like class abilities while </p><p> doing so and for 24 hours thereafter.</p><p></p><p>[U]Spells[/U]</p><p>[sblock]</p><p>A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her </p><p>from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and </p><p>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. </p><p>The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level </p><p>+ 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.</p><p>Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day </p><p>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 </p><p>daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that </p><p>she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.[/sblock]</p><p></p><p>[U]Bonus languages[/U]</p><p>A druid’s bonus language options include Sylvan, the language of woodland </p><p> creatures. This choice is in addition to the bonus languages available to the </p><p> character because of her race.</p><p></p><p>A druid also knows Druidic, a secret language known only to druids, which she </p><p> learns upon becoming a 1st-level druid. Druidic is a free language for a druid; </p><p> that is, she knows it in addition to her regular allotment of languages and it doesn’t </p><p> take up a language slot. Druids are forbidden to teach this language to non-druids.</p><p></p><p>Druidic has its own alphabet.</p><p></p><p>[U]Woodlandstride[/U]</p><p>Starting at 2nd level, a druid may move through any sort of undergrowth (such as </p><p> natural thorns, briars, overgrown areas, and similar terrain) at her normal speed </p><p> and without taking damage or suffering any other impairment. Thorns, briars, and </p><p> overgrown areas that have been magically manipulated to impede motion, however, </p><p> still affect her.</p><p></p><p>[U]Favored enemy:</p><p></p><p>[/U]Human [Bandits] because of their tendency of lawlessness</p><p>[sblock=favored enemy]</p><p>At 1st level, a ranger selects a creature type from the ranger favored enemies table. He </p><p>gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks </p><p>against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack </p><p>and damage rolls against them. A ranger may make Knowledge skill checks untrained </p><p>when attempting to identify these creatures.</p><p></p><p>At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may </p><p>select an additional favored enemy. In addition, at each such interval, the bonus against </p><p>any one favored enemy (including the one just selected, if so desired) increases by +2.</p><p></p><p>If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose </p><p>an associated subtype, as indicated on the table below. (Note that there are other types </p><p>of humanoid to choose from—those called out specifically on the table below are merely</p><p>the most common.) If a specific creature falls into more than one category of favored </p><p>enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.</p><p>[/sblock]</p><p></p><p>[U]Track[/U]</p><p>A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.</p><p>[URL]http://www.d20pfsrd.com/skills/survival[/URL]</p><p></p><p>[B]FEATS AND TRAITS[/B]</p><p>1st Level: Sharp Senses +4 racial bonus on perception</p><p>3rd Level:</p><p></p><p>Traits:</p><p>a)[U] Child of the Temple [/U](faith): + 1 trait bonuis to Know(nobility) and Know(religion). </p><p>Know(religion) becomes a class skill.</p><p>b) [U]Highlander[/U] (regional): You gain a +1 trait bonus on Stealth checks, and Stealth </p><p>is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.</p><p></p><p>[B]SKILLS</p><p>Skill Ranks: [/B]2*4 [druid]+2*1 [fav class]+ 2*2 [int] = 14[B]</p><p>Max Ranks: 1</p><p>ACP: -0</p><p>[/B][B]</p><p></p><p>Skills:</p><p></p><p></p><p>Skill Ranks Stat CS Misc total</p><p>Acrobatics [/B]dx 0 2 0 0 [B]+2</p><p>Appraise [/B]in 0 2 0 0 +2[B]</p><p>Bluff [/B]ch 0 1 0 0 [B]+1</p><p>Climb [/B]st 0 0 3 0 [B] 0[/B] [B]</p><p>Craft:leatherwork[/B] in 1 3 0 2 [B]+6</p><p>Diplomacy [/B]ch 0 1 0 0 [B]+1</p><p>Disguise [/B]ch 0 1 0 0 [B] +1</p><p>Escape Artist [/B]dx 0 2 0 0 [B]+2</p><p>Fly [/B]dx 0 2 3 0 --- [B]</p><p>Handle Animal [/B]ch 0 1 3 0 +1[B]</p><p>Heal [/B]ws 1 3 3 0 [B]+7</p><p>Intimidate [/B]ch 0 1 0 0 [B]+1</p><p>Know:Arcana [/B]in 0 2 0 0[B] +2</p><p>Know:Duneroneering[/B] in 0 2 0 0 [B]+2</p><p>Know:Engineering [/B]in 0 2 0 0 [B]+2</p><p>Know:Geography[/B] in 1 2 3 0 [B]+6</p><p>Know:History[/B] in 0 2 0 0 [B]+2</p><p>Know:Local[/B] in 0 2 0 0 [B]+2</p><p>Know:Nature [/B]in 2 2 3 2 [B]+9[/B] [nature sense][B]</p><p>Know:Nobility [/B]in 1 2 0 1 [B]+4 [/B][trait]</p><p>[B]Know:Planes in[/B] 0 2 0 0 [B]+2</p><p>Know:Religion[/B] in 1 2 3 1 [B]+7[/B] [trait]</p><p>[B]Linguistics in[/B] 0 2 0 0 [B]+2</p><p>Perception [/B]ws 2 3 3 6[B] +14 [/B][feat][nature sense][B]</p><p>Ride [/B]dx 0 2 3 0 +5[B]</p><p>Sense Motive[/B] ws 0 3 0 0 [B]+3</p><p>Spellcraft [/B]in 1 2 3 0 [B]+6</p><p>Stealth[/B] dx 2 2 3 1 [B]+8 [/B][trait] [B]</p><p>Survival[/B] ws 2 3 3 1[B] +9 [/B][class][B]</p><p>Swim [/B]st 0 0 3 0 [B]0</p><p>Use Magic Device[/B] ch 0 1 0 0 [B]+1[/B]</p><p></p><p></p><p>[B]Spellcasting[/B]</p><p>Divine, Prepared, Wisdom</p><p>[B]Spell DC [/B]= 13 +</p><p>[B]Concentration:[/B] +4</p><p>[B]Domain:[/B] Martyr (nobility subdomain)</p><p>[B]Power: Inspiring Word [/B][I](Sp)[/I]: As a standard action, you can speak an inspiring </p><p>word to a creature within 30 feet. That creature receives a +2 morale bonus on </p><p>attack rolls, skill checks, ability checks, and saving throws for a number of rounds </p><p>equal to 1/2 your cleric level (minimum 1). You can use this power a number of</p><p>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, </p><p> 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, </p><p> 9th—storm of vengeance.</p><p></p><p>[B]Spells per Day:[/B] 4/2+1 [wis]</p><p>0- light, guidance, know direction, </p><p>1- calm animals, cure light wounds, d- [s]divine favor[/s]</p><p></p><p>[/code]</p><p></p><p>Equipment</p><p>[code]</p><p>Equipment Cost Weight</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-20</p><p>[/code]</p><p>Treasure:</p><p>GP: 15</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</p><p></p><p>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:</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6677691, member: 49929"] Brondelleon [sblock=variant druid] Gain Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), Track feat (as ranger). Lose Armor and shield proficiency, wild shape (all versions). [/sblock] [B]Race[/B]: Half-Elf [B]Class[/B]: Druid 2 [B]Alignment:[/B] Lawful Neutral [B]Languages:[/B] Common, Elf, Sylvan, Celestial, Druidic [B]Deity[/B]: Abadar [code] [B]ABILITIES[/B] [B]STR[/B]: 10 +0 (00 pts) [B]DEX[/B]: 15 +2 (07 pts) [B]CON[/B]: 10 +0 (00 pts) [B]INT[/B]: 14 +2 (05 pts) [B]WIS[/B]: 16 +3 (05 pts) +2 racial adj. [B]CHA[/B]: 13 +1 (03 pts) [B]COMBAT[/B] [B]HP[/B]: 14 = [2d8] + 00 (CON) + 00 (favored class) [B]AC[/B]: 15 = 10 + 2 [dex] + 3[wis] +0 [monk] [B]AC Touch[/B]: 15 = 10 + 2 [DEX]+3[wis]; [B]AC Flatfooted[/B]: 13 +3 [wis] [B]INIT[/B]: +2 = +2 (DEX) [B]BAB[/B]: +1 = +1 (Druid) [B]CMB[/B]: +4 = +0 (STR) + 1 (BAB) +3 [wis] [B]CMD[/B]: 16 = 10 + 0 (STR) + 2 (DEX) + 1 (BAB)+3 [wis] [B]Fort[/B]: +3 = +3 (Druid) + 0 (CON) [B]Reflex[/B]: +2 = +0 (Druid) + 2 (DEX) [B]Will[/B]: +6 = +3 (Druid) + 3 (WIS) [B]Speed:[/B] 30' +0[monk] [B]Damage Reduction[/B]: None [B]Spell Resistance[/B]: None [B]Spell Failure[/B]: n/a *Bonus to Armor Class CMB and CMD when unarmored (as monk, including Wisdom bonus to AC), *fast movement (as monk) [B]WEAPONS[/B] Shortspear (melee): Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC) Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20/x2 type p Shortspear(ranged): Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20/x2, Range: 20 ft. type p Dagger(melee): Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC) Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20/x2 type p/s Dagger(ranged): Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC) Damage = 1d4+0(P) = +0 (STR); CRIT 19-20/x2, Range: 10 ft. type P/S Quarterstaff [melee] Attack: +1 [bab] Damage: 1d6 CRIT 20/x2 type B Long bow [ranged] Attack: +3 [bab, dex] dam 1d8 Ammo: [B]RACIAL TRAITS[/B] [U]+2 to One Ability Score[/U]: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [U]Medium[/U]: Half-elves are Medium creatures and have no bonuses or penalties due to their size. [U]Normal Speed:[/U] Half-elves have a base speed of 30 feet. [U]Low-Light Vision:[/U] Half-elves can see twice as far as humans in conditions of dim light (see low-light vision). [U]Racial martial weapon[/U]: Long bow and composite long bow [U]Elf Blood[/U]: Half-elves count as both elves and humans for any effect related to race. [U]Elven Immunities:[/U] Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. [U]Keen Senses:[/U] Half-elves receive a +2 racial bonus on Perception skill checks. [U]Multi-talented:[/U] 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. [U]Favored Classes:[/U] Druid and Summoner [U]Languages:[/U] 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). [B]CLASS FEATURES[/B] [U]Nature bond[/U] [sblock] this 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. Druids also have access to a set of Animal and Terrain Domains. 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. He must prepare the spell from his domain in this slot and this spell cannot be used to cast a spell spontaneously.[/sblock] [U]Nature Sense[/U] A druid gains a +2 bonus on Knowledge (nature) and Survival checks. [U]Wild Empathy[/U] [sblock] 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 he takes a –4 penalty on the check.[/sblock] [U]Weapon and Armor Proficiency:[/U] Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Druids of this alternate feature are prohibited from wearing armor or using shields. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter. [U]Spells[/U] [sblock] 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.[/sblock] [U]Bonus languages[/U] 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 non-druids. Druidic has its own alphabet. [U]Woodlandstride[/U] Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. [U]Favored enemy: [/U]Human [Bandits] because of their tendency of lawlessness [sblock=favored enemy] At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. [/sblock] [U]Track[/U] A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. [URL]http://www.d20pfsrd.com/skills/survival[/URL] [B]FEATS AND TRAITS[/B] 1st Level: Sharp Senses +4 racial bonus on perception 3rd Level: 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. [B]SKILLS Skill Ranks: [/B]2*4 [druid]+2*1 [fav class]+ 2*2 [int] = 14[B] Max Ranks: 1 ACP: -0 [/B][B] Skills: Skill Ranks Stat CS Misc total Acrobatics [/B]dx 0 2 0 0 [B]+2 Appraise [/B]in 0 2 0 0 +2[B] Bluff [/B]ch 0 1 0 0 [B]+1 Climb [/B]st 0 0 3 0 [B] 0[/B] [B] Craft:leatherwork[/B] in 1 3 0 2 [B]+6 Diplomacy [/B]ch 0 1 0 0 [B]+1 Disguise [/B]ch 0 1 0 0 [B] +1 Escape Artist [/B]dx 0 2 0 0 [B]+2 Fly [/B]dx 0 2 3 0 --- [B] Handle Animal [/B]ch 0 1 3 0 +1[B] Heal [/B]ws 1 3 3 0 [B]+7 Intimidate [/B]ch 0 1 0 0 [B]+1 Know:Arcana [/B]in 0 2 0 0[B] +2 Know:Duneroneering[/B] in 0 2 0 0 [B]+2 Know:Engineering [/B]in 0 2 0 0 [B]+2 Know:Geography[/B] in 1 2 3 0 [B]+6 Know:History[/B] in 0 2 0 0 [B]+2 Know:Local[/B] in 0 2 0 0 [B]+2 Know:Nature [/B]in 2 2 3 2 [B]+9[/B] [nature sense][B] Know:Nobility [/B]in 1 2 0 1 [B]+4 [/B][trait] [B]Know:Planes in[/B] 0 2 0 0 [B]+2 Know:Religion[/B] in 1 2 3 1 [B]+7[/B] [trait] [B]Linguistics in[/B] 0 2 0 0 [B]+2 Perception [/B]ws 2 3 3 6[B] +14 [/B][feat][nature sense][B] Ride [/B]dx 0 2 3 0 +5[B] Sense Motive[/B] ws 0 3 0 0 [B]+3 Spellcraft [/B]in 1 2 3 0 [B]+6 Stealth[/B] dx 2 2 3 1 [B]+8 [/B][trait] [B] Survival[/B] ws 2 3 3 1[B] +9 [/B][class][B] Swim [/B]st 0 0 3 0 [B]0 Use Magic Device[/B] ch 0 1 0 0 [B]+1[/B] [B]Spellcasting[/B] 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] 4/2+1 [wis] 0- light, guidance, know direction, 1- calm animals, cure light wounds, d- [s]divine favor[/s] [/code] Equipment [code] Equipment Cost Weight 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-20 [/code] Treasure: GP: 15 SP: 8 CP: 4 Gems: none Carrying Capacity: light: 000-033 lbs medium: 034-066 lbs heavy: 067-100 lbs 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: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
Rogues Gallery Scotley's Kingmaker
Top