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4 SP, 6 CP
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Description
This druid not only rides a top-of-the-line Light War Horse, but she also serves as primary caretaker to the unit's equine since she is not only qualified to address their needs, but also has the ability to communicate directly with the animals. Jeri sports masterwork scaled leather armor, a large darkwood shield, long sword, composite long bow, cure light wounds wand and various other items and weapons many of which are often hidden under her dark green cloak.
Personality
A devote follower of nature, Jeri has no tolerance for those that intentionally despoil her grandeur. She is a force to be reckoned with on the battlefield as she brings her powers of nature to bear on the enemy. Somewhat of a loner by nature, this druid has not only learned to "fit" into the unit, but has developed into a integral part of its ability to function.
Character Traits
None Experience Points: 10,000 + 568 + 857 + 500 +
Character Flaws
None
Contacts / Friends
Unit I. LIGHT WAR HORSE: 25 HP, +1 Initiative, 60' per round (approx. 3 years old) AC: 14 + 2 = 16 (Touch = 14) (Flat-footed = 12) BAB/Grapple = +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Qualities: Low-Light Vision, Scent Saves: Fort +6; Ref +4; Will +2 Abilities: Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6 Skills: Listen +4; Spot +4 Feats: Endurance; Run A Light War Horse can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride Check Loads: Light: up to 230 lbs.; Medium 231 - 460 lbs.; Heavy 461 - 690 lbs. A Light Warhorse can drag 3,450 lbs. Special Training: Combat Riding (Can carry rider and load). Known tricks related to training are attack, come, defend, down, guard and heel. Equipment on Light War Horse: Leather Barding (AC +2); Military Saddle (+2 circumstance bonus to Ride Checks related to staying in the saddle. If knocked unconscious while in the saddle you have 75% chance of staying in the saddle) ; Saddle Blanket; Bit and Bridle; 4 days of Grain Rations;and Saddle Bags (weight includes contents = Bedroll, Horse Brush, 4 Extra Shoes, Nails). Total Weight Carried = 112 lbs. (Feed and misc. equipment not carried during combat). II. USING A WAR HORSE With a DC 5 Ride Check, can guide horse with knees so as to use both hands to attack or defend as a free action. When you attack a creature smaller than your mount that is on foot, you get +1 bonus on melee attacks for being on higher ground. If mount moves more than 5', you make a single melee attack. Even at full speed, no penalty on melee attacks. If your mount charges, you also take the AC penalty (-2) associated with a charge. If you make an attack at the end of the charge, you receive the bonus (+2) gained from the charge. When charging on horseback, you deal double damage with a Lance. Charging is a special full-round action that allows horse to move up to twice its speed and you to attack during the action. Horse must move before attack, not after. Must move at least 10 feet and directly toward opponent. You must have a clear path and nothing in terrain to hinder movement. Must also have a line of sight to opponent at the start of your turn or you can't charge. After charging, can only make a single melee attack with a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn. Charging character gets a +2 bonus on Strength check to overrun an opponent. Overrun (Page 157 DMG). Charge and overrun does provoke an attack of opportunity. III. ATTACKING FROM HORSEBACK You can use ranged weapons while your mount is taking a doublemove, but at a -2 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -4 penalty. In either case, you must make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally, so that, for instance, you can load and fire a light crossbow in a round while your mount is moving. If your mount falls in battle, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 damage. If you are unconscious or cannot guide your mount, it will avoid combat. IV. MISCELLANEOUS SUPPLIES 2 extra days of horse grain and 2 extra days of soldier rations are stored on Pack Horses. The horse grain must be used in full rations during situations where the horses are being pushed to be very active and during the winter supplemented with hay. However, during spring, summer and fall the horses will only need 1/3 the grain if they are not being used a lot and are allowed to graze each day. Usually about a cupped handsful twice a day.
Enemies
None MAGIC ITEMS FEATHER TOKEN - Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. ANCHOR - A token useful to moor a craft in water so as to render it immobile for up to one day. BIRD - A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message. FAN - A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land. SWAN BOAT - A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day. TREE - A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect. UNIVERSAL SOLVENT - This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags. Applying the solvent is a standard action. HAT OF DISGUISE - This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. HORN OF FOG - This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=191783][B][SIZE=+1]Jeri Brambleclaw[/SIZE][/B][/URL] Female NG Elf Druid - Cohort, [B]Level[/B] 5, [B]Init[/B] +3, [B]HP[/B] 49/49, [B]DR[/B] DR 1/-, [B]Speed[/B] 30'/40'/60' [B]AC[/B] 21, [B]Touch[/B] 14, [B]Flat-footed[/B] 18, [B]Fort[/B] +5, [B]Ref[/B] +6, [B]Will[/B] +7, [B]Base Attack Bonus[/B] 3, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B]Crystal of Return, Least MW Long Sword [/B] +5 (1d8+1, 19-20/x2) [B]Crystal of Return, Least MW Comp. Long Bow (+1 Strength) (20 Arrows) [/B] +7 (1d8+1, x3) [B] Silver Dagger [/B] +4 (1d3+1, 19-20/x2) [B]+6 Escape Artist on ropes or other easily cut bindings MW Sharkskin Armor +1 - Shark teeth = Armor Spikes[/B], [B] Large Darkwood Shield +1[/B] (+4 Armor, +3 Shield, +3 Dex, +1 Misc) [B]Abilities[/B] Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 12 [B]Condition[/B] Healthy ANIMAL COMPANION - Bear, Black (Yogi) Size/Type: Medium Animal Hit Dice: 5d8+6 (32 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+7 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Feats: Endurance, Run Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4-5 HD (Medium) Bonus Tricks: (2) - Attack; Defend Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. COMPLETE MAGE - DRUID SPELL CLIMBING TREE Conjuration (Creation) Level: Druid 1, ranger 1, wu jen 1 (wood) Components: V, S, DF Casting Time: 1 full round Range: 0 ft. Effect: A thin but sturdy tree Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No At your call, a tree snakes up from the earth,in seconds growing as tall as trees that have lived for years. You cause a 1-foot-diameter tree to grow in the center of any adjacent square. The tree can grow as high as 10 feet per caster level (to a maximum of 50 feet). The branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check. The tree can grow only in soft terrain, such as dirt, soil, or sand. The tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly. It can't be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride. Treat the tree as a slender pillar (DMG 64) for terrain purposes.
Condition and Effects
Additional Information
Healthy ANIMAL COMPANION - Bear, Black (Cleopatra) Size/Type: Medium Animal Hit Dice: 5d8+6 (32/32 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+7 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Feats: Endurance, Run Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4-5 HD (Medium) Bonus Tricks: (2) - Attack; Defend Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Cleopatra is equipped with a set of black leather saddlebags full of food for the bear.
COMPLETE MAGE - DRUID SPELL CLIMBING TREE Conjuration (Creation) Level: Druid 1, ranger 1, wu jen 1 (wood) Components: V, S, DF Casting Time: 1 full round Range: 0 ft. Effect: A thin but sturdy tree Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No At your call, a tree snakes up from the earth,in seconds growing as tall as trees that have lived for years. You cause a 1-foot-diameter tree to grow in the center of any adjacent square. The tree can grow as high as 10 feet per caster level (to a maximum of 50 feet). The branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check. The tree can grow only in soft terrain, such as dirt, soil, or sand. The tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly. It can't be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride. Treat the tree as a slender pillar (DMG 64) for terrain purposes.
Other Notes
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WILD EMPATHY (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). 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 (such as a basilisk or a girallon), 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. TRACKLESS STEP (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. RESIST NATURE'S LURE (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey. WILD SHAPE (Su) At 5th 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 alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s druid level. SPELLS NOT IN SRD SPLINTERBOLT Conjuration (Creation) Level: Druid 2 Components: V, S, M Casting Time: 1 standard action Range: 25 ft. + 5 ft./2 levels Effect: One or more streams of splinters Duration: Instantaneous Saving Throw: None Spell Resistance: No You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter larger than a titan's javelin whistles through the air. You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18-20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature's damage reduduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction. Material Component: A splinter of wood