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Simon

Player: Vin
Dread gnome druid (cave druid) 10 - CR 9
Neutral (5) Neutral (5) Humanoid (Gnome); Age: 54; Height:
3' 3"; Weight: 35lb.
Ability

Score

Modifier

11

10

16

+3

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

Endurance: +4 to continue running, vs. nonlethal damage from


a forced march, to avoid nonlethal damage from
starvation/thirst, or to hold your breath

INT

14

INTELLIGENCE

WIS
CHA

(CONSTITUTION)

REFLEX
(DEXTERITY)

WILL
(WISDOM)

+4

10

CHARISMA

FORTITUDE

+2

18

WISDOM

Saving Throw

Total

+12 =

Base

Ability

+7

+3

AC

+3 =

Misc

Temp

+2

+3

+7

+4

Fey Foundling: +2 vs. death, Vermin Wrangler: +2 trait bonus


vs. vermin's extraordinary abilities., Resist Subterranean
Corruption: +0 bonus vs. exceptional, supernatural, and spelllike abilities of oozes and aberrations

Energy Resistance, Cold (5)

Armor Shield Dex

Size

Natur Deflec Dodge Misc

11

Flat-Footed AC

+6

+7

16

= 10

+0

-1

Misc

BAB

Strength

Dexterity

Size

+7

+0

+0

-1

+7

Warden of Nature: +1 bonus vs. aberrations, oozes, and


vermin

Initiative

+0

Speed

25 ft

Temp

Speed greater/less than 30 ft.: -4 to jump

+2
+0
+9
+1
+0
+0
+7
+7
+17
+0
+15

Appraise
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate

INT (2)
CHA (0)
STR (0)
CHA (0)
CHA (0)
DEX (0)
DEX (0)
CHA (0)
WIS (4)
CHA (0)
INT (2)

6
2
3
10
8

Knowledge (nature)
Perception
Profession (herbalist)
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim

+9
+19
+10
+0
+4
+8
+4
+19
+4

INT (2)
WIS (4)
WIS (4)
DEX (0)
WIS (4)
INT (2)
DEX (0)
WIS (4)
STR (0)

4
10
3
3
10
1

Endurance: +4 to resist nonlethal damage from exhaustion

Feats
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency (Medium)


When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Diehard
You are stable and can choose how to act when at negative Hp.

Druid Weapon Proficiencies

HP

+4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no
fatigue.

Fey Foundling
Magical healing works better on you

See the AC section (above) for situational modifiers that may also apply to CMD

Base Attack

Ranks

DEX (0)

Endurance

20

See the Base Attack (below) for modifiers that may also apply to CMB

CM Defense

Ability

+0

You are proficient with the Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle,
Shortspear, Sling and Spear.

+1

Warden of Nature: +2 Dodge bonus vs. aberrations, oozes, and vermin


BAB
Strength
Size

CM Bonus

Notes

Fey Foundling: +2 vs. death, Vermin Wrangler: +2 trait bonus


vs. vermin's extraordinary abilities., Resist Subterranean
Corruption: +0 bonus vs. exceptional, supernatural, and spelllike abilities of oozes and aberrations

+11 =

Total

Vermin Wrangler: +2 trait bonus on checks made to identify vermin.

Endurance: +4 vs. hot or cold environments and to resist


damage from suffocation, Knack with Poison: +2 vs. poison
(+4 vs. accidently poisoning yourself), Fey Foundling: +2 vs.
death, Vermin Wrangler: +2 trait bonus vs. vermin's
extraordinary abilities., Resist Subterranean Corruption: +0
bonus vs. exceptional, supernatural, and spell-like abilities of
oozes and aberrations

20 = 10 +9

Touch AC

Resist

Acrobatics

Knowledge (dungeoneering)

Energy Resistance, Acid (5)


Total

Temporary

Skill Name

74

Fleet
+5 speed when lightly encumbered.

Great Fortitude
You get a +2 bonus on all Fortitude saving throws.

Shield Proficiency
You can use a shield and take only the standard penalties.

Damage / Current HP

Traits
Chosen Child
The oracles of Po Li smiled upon you when your parents claimed you were of
divine right, and you were raised with privileges few Po Lians can fathom. Your
starting money increases by 900 gp.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Traits

Experience & Wealth

House of Green Mothers Pupil


+1 trait bonus on Handle Animal checks.

Vermin Wrangler
In gathering ingredients necessary for mind-altering drugs and other concoctions, you
have become intimately familiar with the desert's many-legged pests. You gain a +2
trait bonus on Knowledge (dungeoneering) checks to identify vermin and on saving
throws against vermin's extraordinary abilities.

You can grant darkvision 60 feet to a willing creature you touch. This effect lasts
1 minute, or 1 hour if used on yourself. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.

Tainted Spirit
Fort save DC 10 + rounds of combat after combat or become fatigued.

Druid (Cave Druid) Domain (Cave)

Beaststrike club
Crit: 2
Rng: 10'
1-hand, B

Knack with Poison (Ex)


Some gnomes have an instinctive understanding of poisons and their uses.
Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2
bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving
throws against poisons increases to +4 if the gnome accidentally poisons himself
At 3rd level, a cave druid cannot be detected with tremorsense. This ability
replaces trackless step.

Low-Light Vision
A creature with low-light vision can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of dim light. It retains the ability to
distinguish color and detail under these conditions.

Resist Subterranean Corruption (Ex)


At 4th level, a cave druid gains a +2 bonus on saves against exceptional,
supernatural, and spell-like abilities of oozes and aberrations. This ability
replaces resist natures lure.

Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin

Spontaneous Casting

Goreclaw of Thercerrod
Crit: 2
Light, P

A druid can channel stored spell energy into summoning spells that she hasn't
prepared ahead of time. She can "lose" a prepared spell in order to cast any
summon nature's ally spell of the same level or lower.

Tremorsense (30 feet)


A creature with tremorsense is sensitive to vibrations in the ground and can
automatically pinpoint the location of anything that is in contact with the ground.
Aquatic creatures with tremorsense can also sense the location of creatures
moving through water. The ability's range is specified in the creature's descriptive

Tremorsense (Ex)

Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin

Unarmed strike

At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense
60 feet.

Crit: 2
Main hand: +8/+3, 1d2 nonlethal
Light, B, Nonlethal
Main w/ offhand: +2/-3, 1d2
nonlethal
Main w/ light off.: +4/-1, 1d2
nonlethal
Offhand: +0, 1d2 nonlethal
Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin

+5 darkleaf cloth lamellar (leather) armor

+9

Granted Powers: The wonders and dark secrets of the deepest caves give you
strength.

Lightfoot (Ex)

Ranged: +9/+4, 1d4+1


Ranged, both hands: +9/+4, 1d4+1
Ranged w/ offhand: +3/-2, 1d4+1
Ranged w/ light off.: +5/+0, 1d4+1
Ranged offhand: -1, 1d4+1
Main hand: +10/+5, 1d3+2
Main w/ offhand: +4/-1, 1d3+2
Main w/ light off.: +6/+1, 1d3+2
Offhand: +2, 1d3+2

Special Abilities
Cavesight (7/day) (Sp)

Drawbacks

Main hand: +9/+4, 1d4+1


Both hands: +9/+4, 1d4+1
Main w/ offhand: +3/-2, 1d4+1
Main w/ light off.: +5/+0, 1d4+1
Offhand: -1, 1d4+1

Experience Points: 105000/155000


Current Cash: 655 gp
Reputation: Fame: 10, PP: 10, 200 miles.

Max Dex: +5, Armor Check: Spell Fail: 10%, Light

Tunnelrunner (Ex)
At 2nd level, a cave druid can move through areas of rubble or narrow passages
that require squeezing at her normal movement rate and without penalty. This
ability replaces woodland stride.

Warden of Nature
Gnomes must often protect their homes against unnatural or pestilential
infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against
aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them
because of their special training. This racial trait replaces defensive training and

Wild Empathy +10 (Ex)

A character can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The character rolls
1d20 and adds her class level and her Charisma modifier to determine the wild
empathy check result.

Wild Shape (8 hours, 3/day) (Su)

At 4th level, a druid gains the ability to turn herself into any Small or Medium
animal and back again once per day. Her options for new forms include all
creatures with the animal type. This ability functions like the beast shape I spell,
except as noted here. The effect lasts for 1 hour per druid level, or until she

Wild Shape (Beast Shape III: Diminutive - Huge animal)


You may use your Wild Shape ability to become an animal.

Gear
Total Weight Carried: 9/86.25 lbs, Light Load
(Light: 28.5 lbs, Medium: 57 lbs, Heavy: 86.25 lbs)
+5 darkleaf cloth lamellar (leather) armor
Artisan's outfit (Free)
Beaststrike club
Goreclaw of Thercerrod
Padzahr
Polymorphic pouch (empty)
Snapleaf

6.25 lbs
1.5 lbs
0.5 lbs
0.5 lbs
-

Wild Shape (Beast Shape III: Small - Medium ooze) (Su)


At 10th level, the cave druid can assume the form of a Small or Medium ooze as
if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using
beast shape IV (treating the ooze as if it were a magical beast without a natural
armor bonus). When in ooze form, the cave druid has no discernible anatomy

Wild Shape (Elemental Body III: Small - Large elemental)


You may use your Wild Shape ability to become an elemental.

Spell-Like Abilities
Bleed (1/day)
Chill Touch (1/day)
Detect Poison (1/day)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Spell-Like Abilities
Touch of Fatigue (1/day)

Tracked Resources
Beaststrike club
Cavesight (7/day) (Sp)
Padzahr
Snapleaf
Wild Shape (8 hours, 3/day) (Su)

Languages
Common
Druidic
Dwarven

Elven
Gnome
Sylvan

Spells & Powers


Druid (Cave Druid) spells memorized (CL 10th;
concentration +14)
Melee Touch +8/+3 Ranged Touch +8/+3
5thgreater neutralize poison, wall of fire, wall of stoneD
4thabsorb toxicityUC, dispel magic, earth glideARG,
echolocationD,UM, reincarnate
3rdburrowUM (DC 17), cure moderate wounds, deeper
darknessD, communal spider climbUC, summon nature's ally
III
2ndcampfire wallAPG, groundswellARG, lesser restoration,
stone callD,APG, summon nature's ally II, wild instinct
1stcure light wounds, detect aberrationD,APG, detect
snares and pits, dream feast, expeditious excavationAPG,
gentle breezeACG
0th (at will)create water, guidance, mending, resistance
[D] Domain spell; Domain Cave

Sourcebooks Used
Advanced Class Guide - Gentle Breeze (spell)
Advanced Player's Guide - Campfire Wall (spell); Cave
Druid (archetype); Detect Aberration (spell); Expeditious
Excavation (spell); Stone Call (spell)
Advanced Player's Guide / Advanced Race Guide Warden of Nature (alternate racial trait)
Advanced Player's Guide / Ultimate Equipment Beaststrike club (weapon)
Advanced Race Guide - Dread Gnome (alternate racial
trait); Earth Glide (spell); Fell Magic (alternate racial trait);
Groundswell (spell); Knack with Poison (alternate racial
trait)
Dirty Tactics Toolbox - Neutralize Poison, Greater (spell)
Distant Shores - House of Green Mothers Pupil (trait)
Dragon Empires Primer - Chosen Child (trait)
Heroes of the Wild - Wild Instinct (spell)
Inner Sea Gods / Rise of the Runelords Anniversary
Edition - Dream Feast (spell)
Inner Sea World Guide - Fey Foundling (feat)
Kingmaker - Goreclaw of Thercerrod (weapon)
People of the Sands - Vermin Wrangler (trait)
Quests & Campaigns - Tainted Spirit (???)
Ultimate Combat - Absorb Toxicity (spell); Spider Climb,
Communal (spell)
Ultimate Combat / Ultimate Equipment - Lamellar
(leather) armor (armor)
Ultimate Equipment - Padzahr (equipment); Polymorphic
pouch (equipment); Snapleaf (equipment)
Ultimate Magic - Burrow (spell); Cave (special ability);
Echolocation (spell)
Unchained Alignment - Affirmation: Chaotic (equipment);
Affirmation: Evil (equipment); Affirmation: Good
(equipment); Affirmation: Lawful (equipment)

History
Homeland: Unusual Homeland (City or Metropolis)
Parents: Father Alive
Siblings: 1 Biological, 1 Adopted
Circumstance of Birth: Adopted Outside Your Race
Adopted: Raised by Civilized Humanoids
Theme: Barren Birth (Illegitimate)
Theme: Orphaned (Illegitimate)
Theme: Touched by the Gods (Unfortunate)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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