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- Ability Scores
- Strength 7/-2
- Dexterity 12/+1
- Constitution 14/+2
- Intelligence 10/+0
- Wisdom 22/+6 (+2 Racial Bonus) (+2 Level Up)
- Charisma 10/+0
- Name:
- Age:
- Alignment: True Neutral
- Hit Dice: 8d8 (= 35)
- HP: 51
- AC:
- Fort: 6
- Ref: 2
- Will: 6
- Base Attack Bonus:6
- Race: Human (Feeeeeeeemale)
- +2 to One Ability Score: Wisdom
- Medium
- Normal Speed: 30 ft
- Languages: Common, Druidic, Sylvan, Gnomish, Draconic, Dwarvish, Elven, Fae shit, Necril, Aquan
- Bonus Feat: Gain one bonus feat at 1st level: Intensified Spell
- Skilled: Gain additional skill rank every level
- Level Up Bonuses: Ability Score x2 (Level 4, 8); General Feats x4 (1, 3, 5, 7)
- Items/Equipment
- Gold: ?
- Acrobatics (Dex)
- Appraise (Int)
- Bluff (Cha)
- *Climb (Str)
- *Craft (Int)
- Diplomacy (Cha)
- Disable Device (Dex)
- Disguise (Cha)
- Escape Artist (Dex)
- *Fly (Dex)
- *Handle Animal (Cha)
- *Heal (Wis)
- Intimidate (Cha)
- Knowledge (Int)
- Knowledge (Arcana) (Int)
- Knowledge (Dungeoneering) (Int)
- *Knowledge (Geography) (Int)
- Knowledge (History) (Int)
- Knowledge (Local) (Int)
- *Knowledge (Nature) (Int)
- Knowledge (Planes) (Int)
- Knowledge (Religion) (Int)
- Linguistics (Int)
- *Perception (Wis)
- Perform (Cha)
- *Profession (Wis)
- *Ride (Dex)
- Sense Motive (Wis)
- Sleight of Hand (Dex)
- *Spellcraft (Int)
- Stealth (Dex)
- *Survival (Wis)
- *Swim (Str)
- Use Magic Device (Cha)
- Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar*, Scythe, Sickle, Shortspear, Sling, Spear, Natural Attacks
- Armor: Light armor, Medium armor, shields (avoid metal)
- Character: Level 8
- Druid: Level 8
- Nature Bond: Lightning Subdomain
- General Feats: Weapon Finesse (Level 1), Dervish Dance (Level 3), Natural Spell (Level 5), Wild Speech (Level 7)
- Intensified Spell: Can raise the cap for max damage dice by 5 caster levels. Adds +1 Spell Level
- Weapon Finesse: For light weapons, elven curve blade, rapier, whip, or spiked chain of your size, may sub Dex mod for Strength mod on attack rolls. With shield, armor check penalty applies to attack rolls. Natural weapons are light.
- Dervish Dance: When wielding a scimitar in one hand without weapon/shield in offhand, can sub Dex mod for Strength mod on attack and damage rolls.
- Natural Spell: Can cast spells during wild shape transformations.
- Wild Speech: Talk normally during wild shape transformations.
- Spontaneous Casting: Can use a prepared spell to instead cast any summon nature's ally spell of the same level or lower.
- Nature Sense: +2 Bonus on Knowledge (Nature) and Survival checks
- Wild Empathy: Improve disposition of animal with 1d20 + druid leve + charisma mod
- Woodland Stride: Walk unimpeded through normal undergrowth/foliage
- Trackless Step: Leave no trail in natural surroundings unless desired
- Resist Nature's Lure: +4 Saving throw against spell-like and supernatural abilities of the fey; also applies to spells and effects that target plants
- Wild Shape: 3 per day; Standard; lasts 1 hour per druid level; Can change into a Diminutive-Huge animal per beast shape III, a Small-Medium elemental per elemental body II, or a Small-Medium plant creature per plant shape I.
- Domain Powers
- Lightning Arc (Sp): Standard, 30 ft, ranged touch attack, 1d6 + 1 per 2 druid levels electricity damage, usable 9 (3 + Wisdom mod) times a day
- Domain Spells (Once per day)
- Shocking Grasp: Standard, Melee touch, 1d6 electricity damage per caster level (max 5d6), +3 attack if target wearing/carrying metal
- Lightning Blade (electric flame blade): Standard, Duration: 1 min/level, electric scimitar, mele touch, 1d8 + 1 per two druid levels (max 10) electric damage, don't add strength
- Lightning Bolt: Standard, 120 ft line, reflex save for half, deals 1d6 electric damage per caster level (max 10d6) to all
- Air Walk: Standard, Range touch (harmless), target can walk on air like ground up to 45 degree angle at half normal speed, will be blown around by wind, expiration drop is slow
- Joining the party:
- History
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