Post by gradeonmagus on Dec 17, 2014 4:27:44 GMT
Name: Ilandere Alcmene
Alignment: Chaotic Good
Level: 1
Race: Human
Class(es): Druid
Experience Points: 0/300 TNL
Size: M
Speed: 30'
Languages Known: Common, Druidic, Undercommon
Physical Description-
History-
HP: 8/8
AC: 15
Attacks
Proficiencies
Bonus: +2
Armor: Light Armor, Medium Armor, Shields (No metal)
Weapons: Clubs, daggers, dart, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Thieves Tools, Disguise Kit
Saves: Intelligence, Wisdom
Skills: (Str +1) N/A, (Dex +4) Sleight of Hand, Stealth, (Int +4) Nature, (Wis +5) Animal Handling, Insight, Medicine, Perception, Survival, (Cha +3) N/A
Inventory
Special Abilities
Alignment: Chaotic Good
Level: 1
Race: Human
Class(es): Druid
Experience Points: 0/300 TNL
Size: M
Speed: 30'
Languages Known: Common, Druidic, Undercommon
Physical Description-
History-
Ability | Score | Modifier |
STRength | 8 | -1 |
DEXterity | 14 | +2 |
CONstitution | 10 | +0 |
INTelligence | 14 | +2 |
WISdom | 16 | +3 |
CHArisma | 12 | +1 |
HP: 8/8
AC: 15
Attacks
Attack Name | Attack Bonus | Damage | Range | Type | Special Notes/Other Effects |
Spear | +4 | 1d6-1 | Melee | Piercing | Versatile (1d8) |
Proficiencies
Bonus: +2
Armor: Light Armor, Medium Armor, Shields (No metal)
Weapons: Clubs, daggers, dart, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Thieves Tools, Disguise Kit
Saves: Intelligence, Wisdom
Skills: (Str +1) N/A, (Dex +4) Sleight of Hand, Stealth, (Int +4) Nature, (Wis +5) Animal Handling, Insight, Medicine, Perception, Survival, (Cha +3) N/A
Inventory
Name | Weight | Description/Function |
Wood Shield | 6 | +2 AC |
Spear | 3 | - |
Leather Armor | 10 | 11+Dex Mod AC |
Explorer's Pack | - | Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
Oak Staff (Druidic Focus) | 4 | Functions as quarterstaff |
Special Abilities
Special Ability | Source | # of times Usable | Description | DC (If Any) |
City Secrets | Background | - | You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. | - |
Skilled | Race (Feat) | - | Gain proficiency in 3 skills (Animal Handling, Insight, Medicine) | - |
Spell DC | Spell Attack Bonus | Spells Prepared | Cantrips | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
13 | +5 | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
Spell Name | Level | School | Damage Type (if any) | Description |
Druidcraft | Cantrip | Transmutation | - | Whispering to the spirits of nature, you create one of the following effects within range: • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snow flakes for snow, and soon. This effect persists for 1 round. • You instantly make a flower blossom , a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire. |
Produce Flame | Cantrip | Conjuration | Fire | 1 action to cast (not throw); 10 mins; create a bright light for 10' and dim for 10' further. Can throw at a target within 30' for 1d8 damage. |
Cure Wounds | 1 | Evocation | - | Touch a target and heal 1d8+Wis Mod HP. +1d8 per spell level when a higher level slot is used. |
Detect Poison and Disease | 1 | Divination | - | Ritual; Concentration/10 minutes; For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison , poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Entangle | 1 | Conjuration | - | Concentration/1 minute; A 20' area within 90' becomes difficult terrain, creatures in area must make Strength save to break free. |
Purify Food and Drink | 1 | Transmutation | - | Ritual; 1 action; All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. |
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