Caric
Spoiler (Anzeigen)
Rasse: Mensch
Klassen: Druide 2
TP: 16
Erfahrung: 1000/3000
Gesinnung: neutral gut
Gottheit: Chauntea
Sprachen: Handelssprache, Druidisch, Rashemi
Größe: 171cm
Gewicht: 62kg
Haarfarbe: schwarzbraun
Augenfarbe: braun
Hautfarbe: leicht bräunlich
Alter: 21
Heimatregion:: Rashemen
Spoiler (Anzeigen)
Attribute
Stärke: 8 (-1)
Geschicklichkeit:10 (+0)
Konstitution: 10 (+0)
Intelligenz: 10 (+0)
Weisheit: 14 (+2)
Charisma: 12 (+1)
Rettungswürfe
Zähigkeit: +3 (+3 Grundbonus)
Reflex: +0
Willen: +5 (+3 Grundbonus, +2 Weisheit)
GAB: 1
Grapple: -0
Initiative: +0
Rüstungsklasse: 14
Berührung: 10
Auf dem Falschen Fuß: 14
Rüstungsmalus: -2
Talente
1. Endurance
1. Diehard
Regionales Talent: Dreadful Wrath (SG 11)
Spoiler (Anzeigen)
Standard Melee: Sichel oder Kampfstab +0 (1W6-1 x2)
Full Attack: siehe Standard
Standard Ranged: Wurfpfeil +1 (1d4-1 x2 (6m))
Full Attack: siehe Standard
Spoiler (Anzeigen)Concentration: +5 [+5 Ränge]
Craft (Woodcarving): +5 [+5 Ränge]
Heal: +4 [+2 Ränge, +2 Weisheit]
Knowledge (Nature): +5 [+3 Ränge, +2 Naturgespür]
Spellcraft: +5 [+5 Ränge]
Survival: +9 [+5 Ränge, +2 Weisheit, +2 Naturgespür]
Spoiler (Anzeigen)
Zauber pro Tag: 4/3
Schwierigkeitsgrad gegen Zauber: 12/13
0.Grad:
2x Licht
1x Nahrung und Wasser reinigen
1x Magie entdecken
1.Grad:
2x Verstricken
1x Leichte Wunden heilen
Spoiler (Anzeigen)http://www.d20srd.org/srd/monsters/owl.htm
+ Link, Share Spells
Tricks Known: Fetch
Spoiler (Anzeigen) * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Spoiler (Anzeigen)Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells
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, below. A druid must choose and prepare her spells in advance (see below).
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: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). 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.
Spontaneous Casting
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.
Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages
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 nondruids.
Druidic has its own alphabet.
Animal Companion (Ex)
A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
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 she takes a -4 penalty on the check.
Woodland Stride (Ex)
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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Spoiler (Anzeigen)
Kampfstab (6 Gold)
Sichel (2 Gold)
Wurfpfeil (4x) (2 Gold)
Lederrüstung (10 Gold)
Schwerer Holzschild (7 Gold)
Handwerkszeug, Holzbearbeitung (5 Gold)
Rucksack (2 Gold)
Wasserschlauch (1 Gold)
Schlafsack (1 Silber)
Feuerstein und Stahl (1 Gold)
Seife (5 Silber)
Fackel (3x) (3 Kupfer)
Sack (leer) (3x) (3 Silber)
Unidentifizierter Schutzring (Gefunden bei der Leiche im Fluchtkeller der Bäckerei. Wert unbekannt)
Restgeld: 13 Gold, 0 Silber, 6 Kupfer
Spoiler (Anzeigen) (http://fc01.deviantart.com/fs18/f/2007/175/b/3/ice_druid_by_neo2055.jpg)