Last Updated: November 16, 2019
class: Druid/Diviner/Arcane Hierophant race: human (Chondathan) level: 4 = 2/2/0 alignment: neutral good xp: 9,625 deity: Chauntea size: M age: 26 gender: female height: 5'9" eyes: green hair: brown skin: white weight: 155 lbs Campaign: Forgotten Realms, The House of the Summer Rose Home Region: The Dalelands, Mistledale, Peldan's Helm Languages: Chondathan (native), Druidic, Elven, Goblin, Sylvan hp = ==================================================================================== STR: 12 +1 HP: 18 Speed: 30 ft (40 ft longstrider) DEX: 15 +2 AC: 12 (16/20) CON: 10 0 = 10 + 0(4) + 0(4) + 2 + 0 + 0 + 0 + 0 INT: 16 +3 base + armor + shield + dex + size + nat + deflect + misc WIS: 14 +2 AC touch: 12 CHA: 10 0 AC flat-footed: 10 Initiative: +2 Base Attack: +1+1+0 = +2 ==================================================================================== Total = base +Mod +magic +misc Fortitude: +3 = 3+0+0 +0 Reflex: +2 = 0+0+0 +2 Will: +8 = 3+3+0 +2 ==================================================================================== Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- Dawn's +4 2d6+2/ x2 - B oak, masterwork Shillelagh (+2/+2) 2d6+1 doubleweapon dagger +3 1d4 19-20/x2 10 ft P/S silver +4 thr light crossbow +4 1d8 19-20/x2 80 ft P normal 1d8-1 silver bolts Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ Mage Armor armor +4 n/a n/a n/a n/a n/a dur = 2 hr Shield spell shield +4 n/a n/a n/a n/a n/a dur = 2 min ==================================================================================== SKILLS: Total = 36+10 = 46 max = 7/3 Ability Mod Ranks Misc +3 appraise INT +3 +2 balance DEX +2 -0 armor +0 bluff CHA +0 +1 climb STR +1 -0 armor +0 *+$concentration CON +0 +3 *+craft INT +3 no +$decipher script INT +3 +0 *diplomacy CHA +0 no disable device INT +3 +0 disguise CHA +0 +2 escape artist DEX +2 -0 armor +3 forgery INT +3 +0 gather information CHA +0 +5 *handle animal CHA +0 5 +5 *heal WIS +2 1 +2 kit +3 hide DEX +2 -0 armor/+1 forester +5 hide, forests DEX +2 " -0 armor/+3 forester +0 intimidate CHA +0 +1 jump STR +1 -0 armor +8 +$knowledge, arcana INT +3 5 no +knowledge, architect/engineer INT +3 +4 +knowledge, dungeoneering INT +3 1 +4 +knowledge, geography INT +3 1 no +knowledge, history INT +3 no +knowledge, local INT +3 +12 *+knowledge, nature INT +3 5 +2 nature/+2 survival no +knowledge, nobility/royalty INT +3 +4 +$knowledge, religion INT +3 1 no +knowledge, the planes INT +3 +12 *listen WIS +2 7 +2 alertness/+1 forester +14 *listen, forests WIS +2 " +2 alertness/+3 forester +3 move silently DEX +2 -0 armor/+1 forester +5 move silently, forests DEX +2 " -0 armor/+3 forester no open lock DEX +2 +0 perform CHA +0 no *+$profession WIS +2 +5 *ride DEX +2 1 +2 handle animal +3 search INT +3 +2 $sense motive WIS +2 no sleight of hand DEX +2 -0 armor +12 *+$spellcraft INT +3 7 +2 arcana +14 *+$spellcraft, learn divination INT +3 " +2 arcana/+2 diviner +12 *spot WIS +2 7 +2 alertness/+1 forester +14 *spot, forests WIS +2 " +2 alertness/+3 forester +15 *spot, shadows WIS +2 " +2 alertness/+1 forester/+3 owl +17 *spot, shadowy forests WIS +2 " +2 alertness/+3 forester/+3 owl +10 *survival WIS +2 5 +2 nature/+1 robe +12 *survival, natural aboveground WIS +2 " +2 nature/+1 robe/+2 know nature +1 *swim STR +1 -0 armor x2 no tumble DEX +2 -0 armor no use magic device CHA +0 (+2 w. scrolls) +2 use rope DEX +2 n/a speak languages n/a 0 cc * = druid, + = diviner, $ = mystic theurge ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium (no metal = leather, padded, hide) Shields: wooden only (no tower shields) Weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, natural weapons light crossbow, heavy crossbow DIVINER - prohibited school is necromancy - gains bonus divination spells - spellcraft = +2 when learning divination spells - Scribe Sroll - Summon Familiar: Owl (grants alertness and spot +3 in shadows) DRUID - Animal Companion: Owl - Spontaneous Casting: "summon nature's ally" - Nature Sense: survival and know nature = +2 - Wild Empathy: 1d20 + druid + CHA + handle animal = 1d20+2+0+2 = 1d20+4 - Woodland Stride: move through undergrowth at normal move Forester (human bonus feat/regional feat) - hide, listen, move silently and spot = +1 bonus, +3 bonus when in forests Two-Weapon Fighting (1st level bonus feat) - primary hand = -4 to hit, off-hand = -4 to hit - primary hand = -2 to hit, off-hand, if light = -2 to hit Track (3rd level bonus feat) - survival role to follow tracks ============================================================================= DRUID SPELLS - caster level = 2 0: 4 1: 2+1b 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 12 dawn (SC), guidance, light, resistance 1: 13 calm animals, entangle, longstrider (summon nature's ally I) DIVINER SPELLS - caster level = 2 0: 4+1d 1: 2+1b+1d 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 13 mage hand, message, open/close, prestidigitation, read magic 1: 14 mage armor, shield, sleep, true strike potions/scrolls/wands 0: detect magic, resistance 1: color spray, comprehend languages, detect secret doors, disguise self, entangle faerie fire, mage armor, obscuring mist, produce flame, shield, speak with animals 2: invisibility DAWN'S SPELLBOOK #1: Level 0 and Level 1 Spells (32/100 pages) Level 0 = 17 pages (1/1) Abjur: resistance (1/1) Conj: acid splash (3/3) Div: detect poison, detect magic, read magic (1/1) Ench: daze (4/4) Evoc: dancing lights, flare, light, ray of frost (1/1) Illus: ghost sound (4/4) Trans: magehand, mending, message, open/close (2/2) Univ: arcane mark, prestidigitation Level 1 = 15 pages (2/5) Abjur: alarm, shield (1/6) Conj: mage armor (4/5) Div: comprehend languages, detect secret doors, identify, true strike (1/3) Ench: sleep (3/4) Evoc: burning hands, magic missile, Tenser's floating disk (4/5) Illus: color spray, disguise self, silent image, ventriloquism (0/8) Trans: ============================================================================== GEAR Total WT= 18.5 + 25.5 = 44 load: light = 43 medium = 86 heavy = 130 WT Item --- --------------------- 0 explorer's outfit 1 silver holy symbol: Chauntea (25 gp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 0 BODY: OPEN SLOT 1 TORSO: Woodland Tunic (100 gp) - grant +1 competence bonus on Survival checks 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 4 Shillelagh of the Dawn (4,900 gp) - oak quarterstaff, masterwork/masterwork (600 gp) - permenantly enchanted the staff with Shillelagh (+4,000 gp) - In the hands of non-druid, Shillelagh is simply an oak staff that is masterwork at each tip with an enhancement bonus of +1 to hit. - In the hands of a druid, Dawn's Shillelagh gains a +1 enhancement bonus to hit and damage, and its baseline damage is 2d6 at each tip. - cast Dawn, swift action, 15 ft radius burst, once/day All sleeping creatures awaken. Those who are unconscious because of nonlethal damage wake up and are staggered. This spell does not affect dying creatures. 1 silver dagger (22 gp) 4 light crossbow (35 gp) 1 quiver - cold iron bolts = 5 (2 sp each) - silver bolts = 5 (2 gp each) 1 potion belt, masterwork = 1/10 vials (60 gp) - retrieving a potion/vial is a free action once per round 0 - vial of black ink (8 gp) 2 spell component pouch (5 gp) 0.5 belt pouch (1 gp) 0 - inkpen (1 sp) 0 - flint and steel (1 gp) 1 - coins and gems 0.5 belt pouch (1 gp) 0 - holly and mistletoe 0.5 scroll case 0 - x2 Arcane Scroll: mage armor, caster level = 1 (25 gp) 0 - x2 Arcane Scroll: shield, caster level = 1 (25 gp) 0.5 scroll case 0 - x1 Arcane Scroll: color spray, SL = 1, CL = 1 (25 gp) 0 - x1 Arcane Scroll: comprehend languages, SL = 1, CL = 1 (25 gp) 0 - x1 Arcane Scroll: detect secret doors, SL = 1, CL = 1 (25 gp) 0 - x1 Arcane Scroll: disguise self, SL = 1, CL = 1 (25 gp) 0 - x1 RW Arcane Scroll: detect magic, SL = 0, CL = 1 (12.5 gp) 0 - x1 RW Arcane Scroll: resistance, SL = 0, CL = 1 (12.5 gp) 0.5 scroll case 0 - x1 Divine Scroll: entangle, SL = 1, CL = 1 (25 gp) 0 - x1 Divine Scroll: faerie fire, SL = 1, CL = 1 (25 gp) 0 - x1 Divine Scroll: obscuring mist, SL = 1, CL = 1 (25 gp) 0 - x1 Divine Scroll: produce flame, SL = 1, CL = 1 (25 gp) 0 - x1 Divine Scroll: speak with animals, SL = 1, CL = 1 (25 gp) 0 Wand of Lesser Vigor (15 gp/charge = 750 gp) - command word in Sylvan = "Blossum", charges = 50 - heals 1 hp/round for 11 rounds (heals 11 hp) - bears mark of Chauntea 0 Wand of Invisibility (90 gp/charge = 1,440 gp) - command word = "POOF!", charges = 16 2 backpack (2 gp) 4 - waterskin (1 gp) 10 - trail rations, 10 days (5 gp) 5 - bedroll (1 sp) 3 - Dawn's Spellbook #1 1 - healer's kit, 10 uses (50 gp) 0.5 - scroll case (1 gp) 0 - 10 sheets of parchment (2 sp each) ============================================================================== TREASURE pp = tiger eye gems (10 gp each, x5) gp = 22 sp = cp = ============================================================================== In Room: pp = ivory unicorn statuette (55 gp) gp = silver-embroidered shawl (30 gp) sp = jade dolphin ornaments (75 gp each) x2 cp = quiver & 10 bolts x2 quiver - cold iron bolts = 5 (2 sp each) - silver bolts = 5 (2 gp each) ============================================================================== SPECIAL NOTES: Arcane hierophant - races of the wild 108 Entry Requirements Alignment: Any nonlawful. Base Attack Bonus: +4. Skills: Knowledge (arcana) 8 ranks, Knowledge (nature) 8 ranks. Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells. Special: Trackless step class feature. Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Knowledge (arcana), Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim. @ 5th level = druid 3/diviner 2/Arcane hierophant 0 - handle animal +3 = 8, listen +1 = 8, spot +1 = 8, survival +3 = 8 @ 6th level = druid 3/diviner 3/Arcane hierophant 0 - knowledge, arcana = 8, current = 5 6th level (+3 skill) - knowledge, religion = 8, current = 5 6th level (+3 skill) - trackless step class feature 5th level - cast 2nd level divine spells 5th level - cast 2nd level arcane spells 6th level @ 7th level = druid 3/diviner 3/Arcane hierophant 1 - cast spells - diviner = 3 + 1 = 4 - cast spells - druid = 3 + 1 = 4 - Ignore Arcane Spell Failure if nonmetallic light or medium armor - wildshape = druid 3 + 1 = 4 (so nothing until = 5) - Companion Familiar = abilities of druid animal companion + wizard familiar - as druid animal companion = 3 + 1 = 4, and - as wizard familiar = 3 + 1 = 4 As an Arcane hierophant = 8 skill points/level focus on: - Concentration, Diplomacy, Handle Animal, Knowledge (arcana or nature), Listen, Spellcraft, Spot, Survival @ 8th level = WIS +1 = 15 ========================================================== items to get ------------ Heward's Handy Haverdsack (2,000 gp) Woodland Tunic (add following enchantments) - DEX +1 (1,000 gp) - WIS +1 (1,000 gp) - Natural Armor Class +1 (2,000 gp) - get lesser weapon crystals - truedeath x2 (1,000 gp each) - demolition x2 (1,000 gp each) - fiendslayer x2 (1,000 gp each) get dragoncrafted breastplate (6,700 gp) - light armor, energy resistane = 5 - AC = +5, max dex = +3, AC check = -2, spell failure = 0%, MV = 30 ft, wt = 30 lbs - reinforced - AC +1, wt = +3, cost = +1,000 gp - segmented - max dex = +1, cost = +200 gp - enchant +1 AC bonus = +1,000 gp - turn into Chromatic Breastplate with energy resistance = 5 for fire, cold, electricty and acid - add armor crystals Arcane Scrolls to make: - alarm - shield - mage armor - comprehend languages - detect secret doors - true strike - sleep - burning hands - magic missile - Tenser's floating disk - color spray - disguise self - silent image - ventriloquism Divine Scrolls to make: - Calm Animals: Calms (2d4 + level) HD of animals. - Charm Animal: Makes one animal your friend. - Entangle: Plants entangle everyone in 40-ft.-radius. - Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. - Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). - Hide from Animals: Animals can’t perceive one subject/level. - Jump: Subject gets bonus on Jump checks. - Longstrider: Your speed increases by 10 ft. - Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. - Obscuring Mist: Fog surrounds you. - Pass without Trace: One subject/level leaves no tracks. - Produce Flame: 1d6 damage +1/level, touch or thrown. - Speak with Animals: You can communicate with animals. ========================================= Mystic Theurge Prestige class - DMG 192 Requirements Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks. Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells. @ 5th level = druid 3/diviner 2/mystic theurge 0 - handle animal +3 = 8, listen +1 = 8, spot +1 = 8, survival +3 = 8 @ 6th level = druid 3/diviner 3/mystic theurge 0 - knowledge, arcana = 6, current = 5 6th level (+1 skill) - knowledge, religion = 6, current = 1 6th level (+5 skill) - cast 2nd level divine spells 5th level - cast 2nd level arcane spells 6th level @ 7th level = druid 3/diviner 3/mystic theurge 1 As a mystic theurge = 6 skill points/level focus on: - concentration, decipher script, sense motive, spell craft @ 8th level = WIS +1 = 15 ===============================================