Adimafay'Launim
Male Dark Elf Druid 7
Chaotic Neutral
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 13 (+1)
Intelligence 15 (+2)
Wisdom 19 (+4)
Charisma 11 (+0)
Size: Medium
Height: 4' 8"
Weight: 100 lb
Skin: Black
Eyes: Red
Hair: White Straight; Thin Beard
Total Hit Points: 42
Speed: 30 feet [armor] [quick]
Armor Class: 14 = 10 +3 [hide] +1 [dexterity]
Touch AC: 11
Flat-footed: 13
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +6 = 5 [base] +1 [constitution]
Reflex save: +3 = 2 [base] +1 [dexterity]
Will save: +9 = 5 [base] +4 [wisdom]
Attack (handheld): +4 = 5 [base] -1 [reckless]
Attack (unarmed): +4 = 5 [base] -1 [reckless]
Attack (missile): +6 = 5 [base] +1 [dexterity]
Grapple check: +5 = 5 [base]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.
Languages: Common Draconic Druidic Elven Dark_Elf_Silent Gnome Undercommon
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Hand Crossbow [1d4, 19-20/x2, range incr 30 ft., 2 lb., piercing]
Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.]
Feats:
Eschew Materials
Natural Spell
Sudden Empower
Traits:
Nightsighted
Quick
Reckless
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 2 =
+2
Balance Dex* 1 =
+1
Bluff Cha 0 =
+0
Climb Str* 0 =
+0
Concentration Con 11 =
+1
+10
Craft_1 Int 2 =
+2
Craft_2 Int 2 =
+2
Craft_3 Int 2 =
+2
Diplomacy Cha 0 =
+0
Disguise Cha 0 =
+0
Escape Artist Dex* 1 =
+1
Forgery Int 2 =
+2
Gather Information Cha 0 =
+0
Handle Animal Cha 10 =
+0
+10
Heal Wis 4 =
+4
Hide Dex* 1 =
+1
Intimidate Cha 0 =
+0
Jump Str* 0 =
+0
Knowledge (nature) Int 14 =
+2
+10 +2 [druid]
Listen Wis 16 =
+4
+10 +2 [elf]
Move Silently Dex* 1 =
+1
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex 13 =
+1
+10 +2 [handle animal]
Search Int 4 =
+2
+2 [elf]
Sense Motive Wis 4 =
+4
Spot Wis 16 =
+4
+10 +2 [elf]
Survival Wis 6 =
+4
+2 [druid]
Swim Str** 0 =
+0
Use Rope Dex 1 =
+1
* = check penalty for wearing armor
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Reckless trait: +1 on all melee damage rolls.
Nightsighted trait: +10 feet on darkvision; -1 on Spot in bright light.
Zero-level Druid spells: 6 per day
First-level Druid spells: 5 (4+1) per day
Second-level Druid spells: 4 (3+1) per day
Third-level Druid spells: 3 (2+1) per day
Fourth-level Druid spells: 2 (1+1) per day
Dark Elf:
+2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Darkvision to 120 ft.
Spell resistance 11 + class level
Dancing lights, darkness, faerie fire once/day each
Light blindness
In some campaigns, male drow get -2 charisma instead.
Character level +2
Proficient with longsword, rapier, longbow & shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors
Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily
Class HP rolled
Level 1: Druid 7
Level 2: Druid 7
Level 3: Druid 4
Level 4: Druid 0 +1 to wisdom
Level 5: Druid 5
Level 6: Druid 5
Level 7: Druid 7
Adimafay'Launim's Equipment:
32 lb
10 lb
50 lb
2 lb
3 lb
40 lb
1 lb
5 lb
4 lb
1 lb
3 lb
_____
151 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x10
Sling bullets (group of 10) x10
Backpack
Blanket, winter x1
Firewood (1 day) x2
Flint and steel
Pouch x1
Rations (1 day) x5
Sewing needle
Waterskins x1
Whetstone
Holly and mistletoe
Spellbook x1
Total
Animal Companion: Dire Wolf - Mayolin
Large Animal
Hit dice 6d8+18 (45 hit points)
Initiative +2 (Dex)
Speed 50 feet
AC: 14 ( -1 large +2 Dex +3 natural)
Attacks: Bite +10 melee;
Damage 1d8+10 (bite);
Special Qualities: Scent
Saves: Fort +8; Ref +7; Will +6 [dire animals get all three good saves]
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +5; Listen +6; Move Silently +5; Spot +6; Survival +1;
Link, share spells
Bonus tricks: 1
More about Adimafay'Launim:
I'll fill this in once Hiro's done his bit about how they're treated as spellcasters (and anything else he may want to comment on, such as race and such). Strictly speaking, Adim is a divine spellcaster, but since he's not aligned with any god because of his class, you may prefer to treat him as an arcane spellcaster.
Spell Shortlist (I retain the right to choose different spells when I want, since I'm that kind of spellcaster. This is just a list of spells I'll prepare if I forget to say what I'm preparing)
Level 0:
Cure Minor Wounds X 6
Level 1:
Cure Light Wounds X 5
Level 2:
Bark Skin
Spider Climb
Flaming Sphere
Warp Wood
Level 3:
Cure Moderate WoundsX3
Level 4:
Cure Serious WoundsX2
And that is how you build a healer. HE HAS NOTHING OTHER THAN HEALING SPELLS BASICALLY. =P