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<blockquote data-quote="sukael" data-source="post: 2197226" data-attributes="member: 19578"><p><strong>Erland M. Grauhim, Druid 5</strong></p><p></p><p>Erland M. Grauhim</p><p>Male Human Druid 5</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Height:</strong> 6' 2"</p><p><strong>Weight:</strong> ~120 lbs.</p><p><strong>Hair:</strong> Dark Brown</p><p><strong>Eyes:</strong> Blue</p><p><strong>Age:</strong> 20</p><p></p><p><strong>XP:</strong> 10,000</p><p><strong>Next Level:</strong> 15,000</p><p></p><p><strong>Str:</strong> 12 (+1) [12 base]</p><p><strong>Dex:</strong> 10 (+2) [10 base]</p><p><strong>Con:</strong> 13 (+1) [13 base]</p><p><strong>Int:</strong> 15 (+2) [15 base]</p><p><strong>Wis:</strong> 16 (+3) [15 base, +1 from 4 HD]</p><p><strong>Cha:</strong> 13 (+1) [13 base]</p><p></p><p><strong>Racial Abilities:</strong> Bonus skills point, bonus feat, any favored class.</p><p></p><p><strong>Class Abilities:</strong> Animal companion, armor proficiency (light/medium/shields), armor restrictions, nature sense, resist nature's lure, trackless step, weapon proficiency (club/dagger/dart/quarterstaff/scimitar/sickle/shortspear/sling/spear), wild empathy, wild shape (1/day/5 hrs./small or medium), woodland stride.</p><p></p><p><strong>Hit Dice:</strong> 5d8+5 (37 hp)</p><p><strong>AC:</strong> 16 (+0 Dex, +4 armor, +1 shield, +1 natural)</p><p><strong>Init:</strong> +0 (+0 Dex)</p><p><strong>Speed:</strong> 30 ft.</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +5 [+4 base, +1 Con]</p><p>Reflex +3 [+1 base, +0 Dex]</p><p>Will +7 [+4 base, +3 Wis]</p><p></p><p><strong>BAB:</strong> +3</p><p><strong>Melee Atk:</strong> +5 scimitar (1d6+2)</p><p><strong>Ranged Atk:</strong> +4 sling (1d4+1)</p><p></p><p><strong>Skills:</strong></p><p>Concentration [8 ranks, +1 Con]</p><p>Climb +7 [1(2) rank, +1 Str, +5 competence]</p><p>Craft (armorsmithing) +3 [2 ranks, +1 Int]</p><p>Diplomacy +3 [2 ranks, +1 Cha]</p><p>Handle Animal +9 [8 ranks, +1 Cha]</p><p>Heal +5 [2 ranks, +3 Wis]</p><p>Knowledge (nature) +12 [6 ranks, +2 Int, +2 Nature Sense, +2 synergy from Survival]</p><p>Listen +7 [4 ranks, +3 Wis]</p><p>Move Silently +1 [0 ranks, +0 Dex, +1 competence]</p><p>Profession +3 [0 ranks, +3 Wis]</p><p>Ride +2 [0 ranks, +0 Dex, +2 synergy from Handle Animal]</p><p>Spellcraft +10 [8 ranks, +2 Int]</p><p>Spot +8 [4 ranks, +3 Wis]</p><p>Survival +13 [8 ranks, +3 Wis, +2 Nature Sense]</p><p>Swim +3 [2 ranks, +1 Str]</p><p>Wild Empathy +8 [+5 druid, +1 Cha, +2 synergy from Handle Animal]</p><p></p><p><strong>Feats:</strong></p><p>Combat Casting</p><p>Combat Expertise</p><p>Track</p><p></p><p><strong>Languages:</strong> Common, Druidic, Elven, Sylvan</p><p></p><p><strong>Spells per Day</strong></p><p>[code]0 1st 2nd 3rd</p><p>5 3+1 2+1 1+1[/code]</p><p></p><p><strong>Spells Prepared</strong></p><p>Save DC 13+ spell level</p><p>0 - <em>create water</em> x2, <em>flare</em>, <em>purify food and drink</em>, <em>read magic</em>.</p><p>1st - <em>calm animals</em>, <em>entangle</em>, <em>cure light wounds</em> x2.</p><p>2nd - <em>animal trance</em>, <em>electrical sphere</em> (variant flaming sphere), <em>tree shape</em>.</p><p>3rd - <em>call lightning</em>, <em>cure moderate wounds</em>.</p><p></p><p><strong>Equipment:</strong></p><p></p><p>Clothing - Explorer's outfit (8 lb)</p><p>Armor - Studded leather armor +1 (1,175 gp, +4 AC, +5 max Dex, -0 ACP, 15% spell fail, 20 lb)</p><p>Shield - Masterwork buckler (165 gp, +1 AC, - max Dex, -0 ACP, 5% spell fail, 5 lb)</p><p>Weapon - Scimitar +1 (2,315 gp, 1d6, 18-20/x2, 4 lb, S)</p><p>Ring (left) - Ring of climbing (2,500 gp; +5 competence to Climb)</p><p>Amulet - Amulet of natural armor +1 (2,000 gp)</p><p>Cloak - Forester's cloak (20 gp, 3 lb; +1 circumstance to hide in woodlands)</p><p>Boots - Shoes, silent (10 gp, 1 lb; +1 competence to Move Silently)</p><p>Belt - Money belt (4 gp, -)</p><p></p><p><em>In pockets</em></p><p>Holly and mistletoe (-, -)</p><p>Masterwork sling (300 gp, 1d4, x2, 50 ft., 0 lb, B)</p><p>Sling bullets, 10 (1 sp, 5 lb)</p><p>Wand of <em>detect magic</em> (375 gp)</p><p></p><p><em>In handy haversack</em> (2,000 gp, 5 lb)</p><p>Artisan's tools (5 gp, 5 lb)</p><p>Bedroll (1 sp, 5 lb)</p><p>Cold weather outfit (8 gp, 7 lb)</p><p>Explorer's outfit (10 gp, 8 lb)</p><p>Flint and steel (1 gp)</p><p>Fowler's snare (20 gp, 5 lb, +1 circumstance to Survival to catch small flying game)</p><p>Mess kit (6 sp, 1 lb)</p><p>Mill, hand (2 gp, 1 lb)</p><p>Percolator (1 gp, 1 lb)</p><p>Sack, empty x2 (2 sp, 1 lb)</p><p>Tree tent, elven (30 gp, 5 lb)</p><p>Waterskin (1 gp, 4 lb)</p><p>Whetstone (2 cp, 1 lb)</p><p></p><p>39 lbs. total</p><p>Light--43 lb or less, Medium--44-86 lb, Heavy--87-130 lb</p><p></p><p><strong>Money</strong></p><p>30 gp/20 sp in money belt, 24 gp/9 sp/8 cp in haversack</p><p></p><p><strong>Arroweye, hawk animal companion</strong></p><p><em>Size/Type:</em> Tiny Animal</p><p><em>Hit Dice:</em> 3d8 (8+6+6=20 hp)</p><p><em>Initiative:</em> +4 (+4 Dex)</p><p><em>Speed:</em> 10 ft. (2 squares), fly 60 ft. (average)</p><p><em>Armor Class:</em> 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16</p><p><em>Base Attack/Grapple:</em> +2/-8</p><p><em>Attack:</em> Talons +8 melee (1d4-2)</p><p><em>Full Attack:</em> Talons +8 melee (1d4-2)</p><p><em>Space/Reach:</em> 2-1/2 ft./0 ft.</p><p><em>Special Attacks:</em> —</p><p><em>Special Qualities:</em> Evasion, link, low-light vision, share spells</p><p><em>Saves:</em> Fort +3 (base +3), Ref +7 (base +3), Will +3 (base +1)</p><p><em>Abilities:</em> Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6</p><p><em>Skills:</em> Listen +5 (3 ranks), Spot +13 (3 ranks/+8 racial)</p><p><em>Feats:</em> Flyby Attack, Weapon Finesse</p><p><em>Tricks Knowns:</em> Attack, Come, Defend (B), Down, Fetch, Heel (B), Seek, Stay.</p><p></p><p><strong>Wild Shapes</strong></p><p></p><p><em>Badger (MM):</em> Small. Speed 30 ft., burrow 10 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple -2. Claw +3 melee (1d2-1) / 2 claws +3 melee (1d2-1) and bite -2 melee (1d3-1). Fort +6, Ref +4. Str 8, Dex 17, Con 15. Track racial feat. Rage ability (takes damage, +4 Str, +4 Con, -2 AC, cannot end until opponent is dead).</p><p></p><p><em>Badger (MM), raging:</em> Hit Dice 5d8+20 (hp 52). AC 13 (+1 size, +3 Dex, +1 natural, -2 rage), touch 12, flat-footed 10. Grapple +4. Claw +5 melee (1d2+1) / 2 claws +5 melee (1d2+1) and claw +0 melee (1d3+1). Fort +8. Str 12, Con 19.</p><p></p><p><em>Badger, dire (MM):</em> Medium. Speed 30 ft., burrow 10 ft. Hit Dice 5d8+20 (hp 52). AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13. Grapple +5. Claw +5 melee (1d4+2) or bite +5 melee (1d6+2) / 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1). Fort +8, Ref +4. Str 14, Dex 17, Con 19. Rage ability (takes damage, +4 Str, +4 Con, -2 AC, cannot end until opponent is dead).</p><p></p><p><em>Badger, dire (MM), raging:</em> Hit Dice 5d8+30 (hp 62). AC 14 (+3 Dex, +3 natural, -2 rage), touch 11, flat-footed 11. Grapple +7. Claw +7 melee (1d4+4) or bite +7 melee (1d6+4) / 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2). Fort +10. Str 18, Con 23.</p><p></p><p><em>Bat, desmodu hunting (MM2):</em> Medium. Speed 20 ft., fly 60 ft. (good). Hit Dice 5d8+5 (hp 37). AC 20 (+7 Dex, +3 natural), touch 17, flat-footed 13. Grapple +5. Bite +5 melee (1d6+3, trip). Fort +5, Ref +8. Str 15, Dex 24, Con 13. Trip ability (linked to bite). +4 racial on Hide.</p><p></p><p><em>Bear, black (MM):</em> Medium. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12. Grapple +7. Claw +7 melee (1d4+4) / 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2). Fort +6, Ref +2. Str 19, Dex 13, Con 15. +4 racial on Swim.</p><p></p><p><em>Boar (MM):</em> Medium. Speed 40 ft. Hit Dice 5d8+15 (hp 47). AC 16 (+6 natural), touch 10, flat-footed 16. Grapple +5. Gore +5 melee (1d8+3). Fort +7, Ref +1. Str 15, Dex 10, Con 17. Ferocity ability (can fight without penalty when disabled or dying).</p><p></p><p><em>Dog (MM):</em> Small. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple +0. Bite +5 melee (1d4+1). Fort +6, Ref +4. Str 13, Dex 17, Con 15. Track racial feat. +4 racial on Jump.</p><p></p><p><em>Dog, Riding (MM):</em> Medium. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14. Grapple +5. Bite +5 melee (1d6+3). Fort +6, Ref +3. Str 15, Dex 15, Con 15. Track racial feat. +4 racial on Jump.</p><p></p><p><em>Dinosaur, fleshraker (MM3):</em> Medium. Speed 50 ft. Hit Dice 5d8+10 (hp 42). AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16. Grapple +6. Claw +6 melee (1d6+3 and poison) / 2 claws +6 melee (1d6+3 and poison) and bite +1 melee (1d6+1) and tail +1 melee (1d6+1 and poison). Fort +6, Ref +5. Str 17, Dex 19, Con 15. Leaping pounce ability (includes one rake, if damages opponent free trip, if trip successful immediate grapple, if grapple successful opponent in pinned and grappled; can deal automatic claw and rake damage each subsequent round with successful checks). Poison ability (Fort DC 14, initial and secondary damage 1d6 Dex). Rake ability (+2 melee 1d6+2). +8 racial on Hide, increases to +10 in forested areas. +6 racial on Jump.</p><p></p><p><em>Dinosaur, swindlespitter (MM3):</em> Small. Speed 30 ft. Hit Dice 5d8+5 (hp 37). AC 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13. Grapple -2. Beak +9 melee (1d4-1). Fort +5, Ref +6. Str 9, Dex 21, Con 13. Mobility racial feat. Weapon Finesse racial feat. Poison spray ability (15-ft. cone, Fort DC 12, initial damage blindness for 2d4 minutes, secondary damage 1d4 Con; can use every 1d4 rounds). +2 racial on Spot, Listen. +2 racial on Hide, Move Silently in forested terrain.</p><p></p><p><em>Eagle (MM):</em> Small. Speed 10 ft., fly 80 ft. (average). Hit Dice 5d8+5 (hp 37). AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12. Grapple -1. Talons +4 melee (1d4) / 2 talons +4 melee (1d4) and bite -1 melee (1d4). Fort +5, Ref +3. Str 10, Dex 15, Con 12. +8 racial on Spot.</p><p></p><p><em>Hawk, dire (MM2):</em> Medium. Speed 10 ft., fly 80 ft. (average). Hit Dice 5d8+10 (hp 42). AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13. Grapple +4. Claw +4 melee (1d4+1) / 2 claws +4 melee (1d4+1) and bite +4 melee (1d6). Fort +6, Ref +7. Str 12, Dex 22, Con 15. +8 racial on Spot.</p><p></p><p><em>Leopard (MM):</em> Medium. Speed 40 ft., climb 20 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11. Grapple +6. Bite +6 melee (1d6+3, improved grab) / bite +6 melee (1d6+3, improved grab) and 2 claws +1 melee (1d3+1). Fort +6, Ref +5. Str 16, Dex 19, Con 15. Improved grab ability (linked to bite). Pounce ability (includes two rakes). Rake ability (+6, 1d3+1). +8 racial on Balance, Climb, Jump. +4 racial on Hide, Move Silently. Can always take 10 on Climb.</p><p></p><p><em>Lizard, monitor (MM):</em> Medium. Speed 30 ft., swim 30 ft. Hit Dice 5d8+15 (hp 47). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +6. Bite +6 melee (1d8+4). +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line. +4 racial on Hide, Move Silently (increase to +8 in forest or overgrown areas).</p><p></p><p><em>Porpoise (MM):</em> Medium. Swim 80 ft. Hit Dice 5d8+5 (hp 37). AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12. Grapple +3. Slam +3 melee (2d4). Fort +5, Ref +4. Str 11, Dex 17, Con 13. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line.</p><p></p><p><em>Rat, dire (MM):</em> Small. Speed 40 ft., climb 20 ft. Hit Dice 5d8+5 (hp 37). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple -2. Bite +7 melee (1d4 plus disease). Fort +5, Ref +4. Str 10, Dex 17, Con 12. Disease ability (Fort DC 11, incubation 1d3 days, damage 1d3 Dex + 1d3 Con). Weapon Finesse racial feat. +8 racial on Swim and Climb; can always take 10 on Climb. Dex mod for Climb and Swim checks.</p><p></p><p><em>Shark, medium (MM):</em> Medium. Swim 60 ft. 5d8+5 (hp 37). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +4. Bite +4 melee (1d6+1). Fort +5, Ref +3. Str 13, Dex 15, Con 13. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line.</p><p></p><p><em>Snake, constrictor (MM):</em> Medium. 5d8+5 (hp 37). Speed 20 ft., climb 20 ft., swim 20 ft. AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12. Grapple +6. Bite +6 melee (1d3+4, improved grab). Fort +5, Ref +4. Str 17, Dex 17, Con 13. Constrict ability (1d3+4 on successful grapple). Improved grab ability (linked to bite). +4 racial on Hide, Listen, Spot. +8 racial on Balance, Climb. Can always take 10 on Climb. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line.</p><p></p><p><em>Toad, dire (MM2):</em> Medium. Speed 30 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +3. Bite +3 melee (1d4 plus poison, improved grab) or tongue +5 ranged (improved grab). Fort +6, Ref +3. Str 10, Dex 14, Con 15. Improved grab ability, can use jaws to hold opponent (-20 grapple, not considered grappled). Poison ability (Fort DC 14, 1d6 Con primary/secondary). Swallow whole ability (1d6 bludgeoning + 1d4 acid, AC 13, 10 points, 2 Small/8 Tiny). +4 racial on Hide, Listen, Spot. +8 racial on Jump.</p><p></p><p><em>Weasel, dire (MM):</em> Medium. Speed 40 ft. Hit Dice 5d8+0 (hp 32). AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12. Grapple +5. Bite +7 melee (1d6+3, attach). Fort +4, Ref +5. Str 14, Dex 19, Con 10. Weapon Finesse racial feat. Attach ability (loses Dex to AC when attached). Blood drain ability (1d4 points of Con/round attached).</p><p></p><p><em>Wolf (MM):</em> Medium. Speed 50 ft. Hit Dice 5d8+10 (hp 42). AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12. Grapple +4. Bite +4 melee (1d6+1, trip). Fort +6, Ref +3. Str 13, Dex 15, Con 15. Track racial feat. Trip ability.</p><p></p><p><strong>Appearance:</strong> Erland is a young, relatively fit human. He might best be described as 'wiry'; he just tops six feet, but his body retains the thinness of an adolescent metabolism. His eyes are a piercingly bright blue, quite the contrast to his dark brown hair, normally kept pulled back in a braid that hangs a few inches past his shoulderblades. Under his armor, his clothes are colored the browns and greens of the forest, and over it all he wears a forester's cloak.</p><p></p><p>In a scabbard on his belt is a scimitar, while a buckler is attached to his left arm. On his back is a large backpack. His hawk companion typically perches on his shoulder, though he can occasionally be seen flying about Edward.</p><p></p><p><strong>Background:</strong> Erland is an orphan who grew up in a small town somewhat removed from civilization. He was always seen as a little odd, if likeable, by the townspeople who communally raised him. No one knew where he came from--as a small child, he had simply appeared on the inn's doorstep one night, and never had any clear memories of before that point.</p><p></p><p>As he grew older, he found himself more and more attracted to the wilds; it was his treks through the forest that prompted the local druids to initiate him into the druidic customs. Since then, he has become a wanderer, traveling the world and helping people when he can.</p><p></p><p>He never gives a definitive answer to what the "M." in his name stands for, and often says things like, "Don't worry, M--- is my middle name!", where M--- can be any word beginning with that letter. (In truth, it doesn't mean anything--he just started calling himself "Erland M. Grauhim" because he thought it would make his name more appealing.)</p><p></p><p>---</p><p></p><p>This character will eventually progress into the half-fey template class. (See <a href="http://wizards.com/default.asp?x=dnd/sp/20040213a" target="_blank">http://wizards.com/default.asp?x=dnd/sp/20040213a</a>; scroll down to "The Half-Fey.")</p><p></p><p>EDIT: Fixed bonus spells.</p><p>EDIT 2: Changed format for Arroweye--figured it'd be a lot easier to keep track of this way, what with the assorted druid boni.</p><p>EDIT 3: Swapped 2 ranks from swim into craft (armorsmithing), added artisan's tools.</p><p>EDIT 4: Added assorted wild shape listings.</p><p>EDIT 5: Changed Natural Spell for Combat Expertise, since he couldn't have actually qualified for Natural Spell yet.</p></blockquote><p></p>
[QUOTE="sukael, post: 2197226, member: 19578"] [b]Erland M. Grauhim, Druid 5[/b] Erland M. Grauhim Male Human Druid 5 [b]Alignment:[/b] Neutral Good [b]Height:[/b] 6' 2" [b]Weight:[/b] ~120 lbs. [b]Hair:[/b] Dark Brown [b]Eyes:[/b] Blue [b]Age:[/b] 20 [b]XP:[/b] 10,000 [b]Next Level:[/b] 15,000 [b]Str:[/b] 12 (+1) [12 base] [b]Dex:[/b] 10 (+2) [10 base] [b]Con:[/b] 13 (+1) [13 base] [b]Int:[/b] 15 (+2) [15 base] [b]Wis:[/b] 16 (+3) [15 base, +1 from 4 HD] [b]Cha:[/b] 13 (+1) [13 base] [b]Racial Abilities:[/b] Bonus skills point, bonus feat, any favored class. [b]Class Abilities:[/b] Animal companion, armor proficiency (light/medium/shields), armor restrictions, nature sense, resist nature's lure, trackless step, weapon proficiency (club/dagger/dart/quarterstaff/scimitar/sickle/shortspear/sling/spear), wild empathy, wild shape (1/day/5 hrs./small or medium), woodland stride. [b]Hit Dice:[/b] 5d8+5 (37 hp) [b]AC:[/b] 16 (+0 Dex, +4 armor, +1 shield, +1 natural) [b]Init:[/b] +0 (+0 Dex) [b]Speed:[/b] 30 ft. [b]Saves:[/b] Fortitude +5 [+4 base, +1 Con] Reflex +3 [+1 base, +0 Dex] Will +7 [+4 base, +3 Wis] [b]BAB:[/b] +3 [b]Melee Atk:[/b] +5 scimitar (1d6+2) [b]Ranged Atk:[/b] +4 sling (1d4+1) [b]Skills:[/b] Concentration [8 ranks, +1 Con] Climb +7 [1(2) rank, +1 Str, +5 competence] Craft (armorsmithing) +3 [2 ranks, +1 Int] Diplomacy +3 [2 ranks, +1 Cha] Handle Animal +9 [8 ranks, +1 Cha] Heal +5 [2 ranks, +3 Wis] Knowledge (nature) +12 [6 ranks, +2 Int, +2 Nature Sense, +2 synergy from Survival] Listen +7 [4 ranks, +3 Wis] Move Silently +1 [0 ranks, +0 Dex, +1 competence] Profession +3 [0 ranks, +3 Wis] Ride +2 [0 ranks, +0 Dex, +2 synergy from Handle Animal] Spellcraft +10 [8 ranks, +2 Int] Spot +8 [4 ranks, +3 Wis] Survival +13 [8 ranks, +3 Wis, +2 Nature Sense] Swim +3 [2 ranks, +1 Str] Wild Empathy +8 [+5 druid, +1 Cha, +2 synergy from Handle Animal] [b]Feats:[/b] Combat Casting Combat Expertise Track [b]Languages:[/b] Common, Druidic, Elven, Sylvan [b]Spells per Day[/b] [code]0 1st 2nd 3rd 5 3+1 2+1 1+1[/code] [b]Spells Prepared[/b] Save DC 13+ spell level 0 - [i]create water[/i] x2, [i]flare[/i], [i]purify food and drink[/i], [i]read magic[/i]. 1st - [i]calm animals[/i], [i]entangle[/i], [i]cure light wounds[/i] x2. 2nd - [i]animal trance[/i], [i]electrical sphere[/i] (variant flaming sphere), [i]tree shape[/i]. 3rd - [i]call lightning[/i], [i]cure moderate wounds[/i]. [b]Equipment:[/b] Clothing - Explorer's outfit (8 lb) Armor - Studded leather armor +1 (1,175 gp, +4 AC, +5 max Dex, -0 ACP, 15% spell fail, 20 lb) Shield - Masterwork buckler (165 gp, +1 AC, - max Dex, -0 ACP, 5% spell fail, 5 lb) Weapon - Scimitar +1 (2,315 gp, 1d6, 18-20/x2, 4 lb, S) Ring (left) - Ring of climbing (2,500 gp; +5 competence to Climb) Amulet - Amulet of natural armor +1 (2,000 gp) Cloak - Forester's cloak (20 gp, 3 lb; +1 circumstance to hide in woodlands) Boots - Shoes, silent (10 gp, 1 lb; +1 competence to Move Silently) Belt - Money belt (4 gp, -) [i]In pockets[/i] Holly and mistletoe (-, -) Masterwork sling (300 gp, 1d4, x2, 50 ft., 0 lb, B) Sling bullets, 10 (1 sp, 5 lb) Wand of [i]detect magic[/i] (375 gp) [i]In handy haversack[/i] (2,000 gp, 5 lb) Artisan's tools (5 gp, 5 lb) Bedroll (1 sp, 5 lb) Cold weather outfit (8 gp, 7 lb) Explorer's outfit (10 gp, 8 lb) Flint and steel (1 gp) Fowler's snare (20 gp, 5 lb, +1 circumstance to Survival to catch small flying game) Mess kit (6 sp, 1 lb) Mill, hand (2 gp, 1 lb) Percolator (1 gp, 1 lb) Sack, empty x2 (2 sp, 1 lb) Tree tent, elven (30 gp, 5 lb) Waterskin (1 gp, 4 lb) Whetstone (2 cp, 1 lb) 39 lbs. total Light--43 lb or less, Medium--44-86 lb, Heavy--87-130 lb [b]Money[/b] 30 gp/20 sp in money belt, 24 gp/9 sp/8 cp in haversack [b]Arroweye, hawk animal companion[/b] [i]Size/Type:[/i] Tiny Animal [i]Hit Dice:[/i] 3d8 (8+6+6=20 hp) [i]Initiative:[/i] +4 (+4 Dex) [i]Speed:[/i] 10 ft. (2 squares), fly 60 ft. (average) [i]Armor Class:[/i] 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16 [i]Base Attack/Grapple:[/i] +2/-8 [i]Attack:[/i] Talons +8 melee (1d4-2) [i]Full Attack:[/i] Talons +8 melee (1d4-2) [i]Space/Reach:[/i] 2-1/2 ft./0 ft. [i]Special Attacks:[/i] — [i]Special Qualities:[/i] Evasion, link, low-light vision, share spells [i]Saves:[/i] Fort +3 (base +3), Ref +7 (base +3), Will +3 (base +1) [i]Abilities:[/i] Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6 [i]Skills:[/i] Listen +5 (3 ranks), Spot +13 (3 ranks/+8 racial) [i]Feats:[/i] Flyby Attack, Weapon Finesse [i]Tricks Knowns:[/i] Attack, Come, Defend (B), Down, Fetch, Heel (B), Seek, Stay. [b]Wild Shapes[/b] [i]Badger (MM):[/i] Small. Speed 30 ft., burrow 10 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple -2. Claw +3 melee (1d2-1) / 2 claws +3 melee (1d2-1) and bite -2 melee (1d3-1). Fort +6, Ref +4. Str 8, Dex 17, Con 15. Track racial feat. Rage ability (takes damage, +4 Str, +4 Con, -2 AC, cannot end until opponent is dead). [i]Badger (MM), raging:[/i] Hit Dice 5d8+20 (hp 52). AC 13 (+1 size, +3 Dex, +1 natural, -2 rage), touch 12, flat-footed 10. Grapple +4. Claw +5 melee (1d2+1) / 2 claws +5 melee (1d2+1) and claw +0 melee (1d3+1). Fort +8. Str 12, Con 19. [i]Badger, dire (MM):[/i] Medium. Speed 30 ft., burrow 10 ft. Hit Dice 5d8+20 (hp 52). AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13. Grapple +5. Claw +5 melee (1d4+2) or bite +5 melee (1d6+2) / 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1). Fort +8, Ref +4. Str 14, Dex 17, Con 19. Rage ability (takes damage, +4 Str, +4 Con, -2 AC, cannot end until opponent is dead). [i]Badger, dire (MM), raging:[/i] Hit Dice 5d8+30 (hp 62). AC 14 (+3 Dex, +3 natural, -2 rage), touch 11, flat-footed 11. Grapple +7. Claw +7 melee (1d4+4) or bite +7 melee (1d6+4) / 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2). Fort +10. Str 18, Con 23. [i]Bat, desmodu hunting (MM2):[/i] Medium. Speed 20 ft., fly 60 ft. (good). Hit Dice 5d8+5 (hp 37). AC 20 (+7 Dex, +3 natural), touch 17, flat-footed 13. Grapple +5. Bite +5 melee (1d6+3, trip). Fort +5, Ref +8. Str 15, Dex 24, Con 13. Trip ability (linked to bite). +4 racial on Hide. [i]Bear, black (MM):[/i] Medium. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12. Grapple +7. Claw +7 melee (1d4+4) / 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2). Fort +6, Ref +2. Str 19, Dex 13, Con 15. +4 racial on Swim. [i]Boar (MM):[/i] Medium. Speed 40 ft. Hit Dice 5d8+15 (hp 47). AC 16 (+6 natural), touch 10, flat-footed 16. Grapple +5. Gore +5 melee (1d8+3). Fort +7, Ref +1. Str 15, Dex 10, Con 17. Ferocity ability (can fight without penalty when disabled or dying). [i]Dog (MM):[/i] Small. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple +0. Bite +5 melee (1d4+1). Fort +6, Ref +4. Str 13, Dex 17, Con 15. Track racial feat. +4 racial on Jump. [i]Dog, Riding (MM):[/i] Medium. Speed 40 ft. Hit Dice 5d8+10 (hp 42). AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14. Grapple +5. Bite +5 melee (1d6+3). Fort +6, Ref +3. Str 15, Dex 15, Con 15. Track racial feat. +4 racial on Jump. [i]Dinosaur, fleshraker (MM3):[/i] Medium. Speed 50 ft. Hit Dice 5d8+10 (hp 42). AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16. Grapple +6. Claw +6 melee (1d6+3 and poison) / 2 claws +6 melee (1d6+3 and poison) and bite +1 melee (1d6+1) and tail +1 melee (1d6+1 and poison). Fort +6, Ref +5. Str 17, Dex 19, Con 15. Leaping pounce ability (includes one rake, if damages opponent free trip, if trip successful immediate grapple, if grapple successful opponent in pinned and grappled; can deal automatic claw and rake damage each subsequent round with successful checks). Poison ability (Fort DC 14, initial and secondary damage 1d6 Dex). Rake ability (+2 melee 1d6+2). +8 racial on Hide, increases to +10 in forested areas. +6 racial on Jump. [i]Dinosaur, swindlespitter (MM3):[/i] Small. Speed 30 ft. Hit Dice 5d8+5 (hp 37). AC 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13. Grapple -2. Beak +9 melee (1d4-1). Fort +5, Ref +6. Str 9, Dex 21, Con 13. Mobility racial feat. Weapon Finesse racial feat. Poison spray ability (15-ft. cone, Fort DC 12, initial damage blindness for 2d4 minutes, secondary damage 1d4 Con; can use every 1d4 rounds). +2 racial on Spot, Listen. +2 racial on Hide, Move Silently in forested terrain. [i]Eagle (MM):[/i] Small. Speed 10 ft., fly 80 ft. (average). Hit Dice 5d8+5 (hp 37). AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12. Grapple -1. Talons +4 melee (1d4) / 2 talons +4 melee (1d4) and bite -1 melee (1d4). Fort +5, Ref +3. Str 10, Dex 15, Con 12. +8 racial on Spot. [i]Hawk, dire (MM2):[/i] Medium. Speed 10 ft., fly 80 ft. (average). Hit Dice 5d8+10 (hp 42). AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13. Grapple +4. Claw +4 melee (1d4+1) / 2 claws +4 melee (1d4+1) and bite +4 melee (1d6). Fort +6, Ref +7. Str 12, Dex 22, Con 15. +8 racial on Spot. [i]Leopard (MM):[/i] Medium. Speed 40 ft., climb 20 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11. Grapple +6. Bite +6 melee (1d6+3, improved grab) / bite +6 melee (1d6+3, improved grab) and 2 claws +1 melee (1d3+1). Fort +6, Ref +5. Str 16, Dex 19, Con 15. Improved grab ability (linked to bite). Pounce ability (includes two rakes). Rake ability (+6, 1d3+1). +8 racial on Balance, Climb, Jump. +4 racial on Hide, Move Silently. Can always take 10 on Climb. [i]Lizard, monitor (MM):[/i] Medium. Speed 30 ft., swim 30 ft. Hit Dice 5d8+15 (hp 47). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +6. Bite +6 melee (1d8+4). +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line. +4 racial on Hide, Move Silently (increase to +8 in forest or overgrown areas). [i]Porpoise (MM):[/i] Medium. Swim 80 ft. Hit Dice 5d8+5 (hp 37). AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12. Grapple +3. Slam +3 melee (2d4). Fort +5, Ref +4. Str 11, Dex 17, Con 13. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line. [i]Rat, dire (MM):[/i] Small. Speed 40 ft., climb 20 ft. Hit Dice 5d8+5 (hp 37). AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12. Grapple -2. Bite +7 melee (1d4 plus disease). Fort +5, Ref +4. Str 10, Dex 17, Con 12. Disease ability (Fort DC 11, incubation 1d3 days, damage 1d3 Dex + 1d3 Con). Weapon Finesse racial feat. +8 racial on Swim and Climb; can always take 10 on Climb. Dex mod for Climb and Swim checks. [i]Shark, medium (MM):[/i] Medium. Swim 60 ft. 5d8+5 (hp 37). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +4. Bite +4 melee (1d6+1). Fort +5, Ref +3. Str 13, Dex 15, Con 13. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line. [i]Snake, constrictor (MM):[/i] Medium. 5d8+5 (hp 37). Speed 20 ft., climb 20 ft., swim 20 ft. AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12. Grapple +6. Bite +6 melee (1d3+4, improved grab). Fort +5, Ref +4. Str 17, Dex 17, Con 13. Constrict ability (1d3+4 on successful grapple). Improved grab ability (linked to bite). +4 racial on Hide, Listen, Spot. +8 racial on Balance, Climb. Can always take 10 on Climb. +8 racial on Swim to perform special action or avoid hazard. Can always take 10 on Swim. Can use run action while swimming if in a straight line. [i]Toad, dire (MM2):[/i] Medium. Speed 30 ft. Hit Dice 5d8+10 (hp 42). AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13. Grapple +3. Bite +3 melee (1d4 plus poison, improved grab) or tongue +5 ranged (improved grab). Fort +6, Ref +3. Str 10, Dex 14, Con 15. Improved grab ability, can use jaws to hold opponent (-20 grapple, not considered grappled). Poison ability (Fort DC 14, 1d6 Con primary/secondary). Swallow whole ability (1d6 bludgeoning + 1d4 acid, AC 13, 10 points, 2 Small/8 Tiny). +4 racial on Hide, Listen, Spot. +8 racial on Jump. [i]Weasel, dire (MM):[/i] Medium. Speed 40 ft. Hit Dice 5d8+0 (hp 32). AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12. Grapple +5. Bite +7 melee (1d6+3, attach). Fort +4, Ref +5. Str 14, Dex 19, Con 10. Weapon Finesse racial feat. Attach ability (loses Dex to AC when attached). Blood drain ability (1d4 points of Con/round attached). [i]Wolf (MM):[/i] Medium. Speed 50 ft. Hit Dice 5d8+10 (hp 42). AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12. Grapple +4. Bite +4 melee (1d6+1, trip). Fort +6, Ref +3. Str 13, Dex 15, Con 15. Track racial feat. Trip ability. [b]Appearance:[/b] Erland is a young, relatively fit human. He might best be described as 'wiry'; he just tops six feet, but his body retains the thinness of an adolescent metabolism. His eyes are a piercingly bright blue, quite the contrast to his dark brown hair, normally kept pulled back in a braid that hangs a few inches past his shoulderblades. Under his armor, his clothes are colored the browns and greens of the forest, and over it all he wears a forester's cloak. In a scabbard on his belt is a scimitar, while a buckler is attached to his left arm. On his back is a large backpack. His hawk companion typically perches on his shoulder, though he can occasionally be seen flying about Edward. [b]Background:[/b] Erland is an orphan who grew up in a small town somewhat removed from civilization. He was always seen as a little odd, if likeable, by the townspeople who communally raised him. No one knew where he came from--as a small child, he had simply appeared on the inn's doorstep one night, and never had any clear memories of before that point. As he grew older, he found himself more and more attracted to the wilds; it was his treks through the forest that prompted the local druids to initiate him into the druidic customs. Since then, he has become a wanderer, traveling the world and helping people when he can. He never gives a definitive answer to what the "M." in his name stands for, and often says things like, "Don't worry, M--- is my middle name!", where M--- can be any word beginning with that letter. (In truth, it doesn't mean anything--he just started calling himself "Erland M. Grauhim" because he thought it would make his name more appealing.) --- This character will eventually progress into the half-fey template class. (See [url]http://wizards.com/default.asp?x=dnd/sp/20040213a[/url]; scroll down to "The Half-Fey.") EDIT: Fixed bonus spells. EDIT 2: Changed format for Arroweye--figured it'd be a lot easier to keep track of this way, what with the assorted druid boni. EDIT 3: Swapped 2 ranks from swim into craft (armorsmithing), added artisan's tools. EDIT 4: Added assorted wild shape listings. EDIT 5: Changed Natural Spell for Combat Expertise, since he couldn't have actually qualified for Natural Spell yet. [/QUOTE]
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