Baldor

Bailey's Druid

Description:

BALDOR FERNIS Male dwarf Druid 1
CN Medium humanoid
Init +2 ; Senses Perception +6


DEFENSE
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 dex)
hp 14 (1d8+6)
Fort +5, Ref +2, Will +4

OFFENSE
Spd 20 ft./x4
Melee Shortspear +1 1d6+1 20/x2

STATISTICS
Str 12, Dex 15, Con 16, Int 14, Wis 15, Cha 6
Base Atk +0, Cmb +1Cmd +13
Feats Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Handle Animal +2, Knowledge (geography) +6, Knowledge (nature) +8, Perception +6, Spellcraft +6, Survival +8, Swim +0
Languages Common, Druidic, Dwarven, Goblin, Sylvan
Combat Gear Shortspear, Hide, Shield, heavy wooden
Other Gear Backpack, Basket, Bedroll, Bell, Winter blanket, Bucket, 10 pieces of chalk, Flint and steel, Grappling hook, Belt pouch, Small sticks, Waterskin, 2 days rations, Quiver, 4 extra Shortspears, On Bill:, 50’ rope, Sledge hammer, Platinum: 0, Gold: 0, Silver: 2, Copper: 6, Wild Empathy, Change attitude of animals. 1d20+lvl+Cha Bonus, Must be w/in 30’, Takes 1 min., Magical beasts at -4, Jordan – Sm. Viper Animal Companion, Armor & Shield, Weapons
Class AbilitiesFORBIDDEN SPELL ALIGNMENT – Spells with the Lawful descriptor are forbidden by your alignment and your deity’s alignment. (PFCR 41, 49). • DRUID BONUS LANGUAGES – A Druid automatically knows Druidic, and may choose Sylvan as a bonus language. (PFCR 50). • DRUID ORISONS – Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. 3 at 1st level, or 4 at any subsequent level. Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons cannot be channeled through spontaneous casting. (PFCR 49). • DRUID SPELLS – A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. (PFCR 49). • DRUID SPONTANEOUS CASTING – A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. (PFCR 49). • DRUID WEAPONS AND ARMOR – Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but must use only wooden ones. Prohibited armor or shields render the druid unable to cast druid spells or use supernatural or spell-like class abilities 24 hours. (PFCR 49). • NATURE BOND (Animal Companion – Snake, Viper) – You have chosen an animal companion. The Snake, Viper is detailed in PFCR 54. (PFCR 50). • NATURE SENSE – A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50).

Bio:

Baldor

Matryoshka Thom