Simon Player: Vin Dread gnome druid (cave druid) 10 - CR 9 Neutral (5) Neutral (5) Humanoid (Gnome); Age: 54; Height: 3' 3"; Weight: 35lb. Ability
Score
Modifier
11
0
10
0
16
+3
STR STRENGTH
DEX DEXTERITY
CON CONSTITUTION
Endurance: +4 to continue running, vs. nonlethal damage from a forced march, to avoid nonlethal damage from starvation/thirst, or to hold your breath
INT
14
INTELLIGENCE
WIS CHA
(CONSTITUTION)
REFLEX (DEXTERITY)
WILL (WISDOM)
+4
10
CHARISMA
FORTITUDE
+2
18
WISDOM
Saving Throw
Total
+12 =
Base
Ability
+7
+3
AC
+3 =
Misc
Temp
+2
+3
+7
+4
Fey Foundling: +2 vs. death, Vermin Wrangler: +2 trait bonus vs. vermin's extraordinary abilities., Resist Subterranean Corruption: +0 bonus vs. exceptional, supernatural, and spelllike abilities of oozes and aberrations
Energy Resistance, Cold (5)
Armor Shield Dex
Size
Natur Deflec Dodge Misc
11
Flat-Footed AC
+6
=
+7
16
= 10
+0
-1
Misc
-
BAB
Strength
Dexterity
Size
+7
+0
+0
-1
+7
Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin
Initiative
+0
Speed
25 ft
-
Temp
Speed greater/less than 30 ft.: -4 to jump
+2 +0 +9 +1 +0 +0 +7 +7 +17 +0 +15
Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Handle Animal Heal Intimidate
INT (2) CHA (0) STR (0) CHA (0) CHA (0) DEX (0) DEX (0) CHA (0) WIS (4) CHA (0) INT (2)
6 2 3 10 8
Knowledge (nature) Perception Profession (herbalist) Ride Sense Motive Spellcraft Stealth Survival Swim
+9 +19 +10 +0 +4 +8 +4 +19 +4
INT (2) WIS (4) WIS (4) DEX (0) WIS (4) INT (2) DEX (0) WIS (4) STR (0)
4 10 3 3 10 1
Endurance: +4 to resist nonlethal damage from exhaustion
Feats Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Diehard You are stable and can choose how to act when at negative Hp.
Druid Weapon Proficiencies
HP
+4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fey Foundling Magical healing works better on you
See the AC section (above) for situational modifiers that may also apply to CMD
Base Attack
Ranks
DEX (0)
Endurance
20
See the Base Attack (below) for modifiers that may also apply to CMB
CM Defense
Ability
+0
You are proficient with the Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling and Spear.
+1
Warden of Nature: +2 Dodge bonus vs. aberrations, oozes, and vermin BAB Strength Size
CM Bonus
Notes
Fey Foundling: +2 vs. death, Vermin Wrangler: +2 trait bonus vs. vermin's extraordinary abilities., Resist Subterranean Corruption: +0 bonus vs. exceptional, supernatural, and spelllike abilities of oozes and aberrations
+11 =
Total
Vermin Wrangler: +2 trait bonus on checks made to identify vermin.
Endurance: +4 vs. hot or cold environments and to resist damage from suffocation, Knack with Poison: +2 vs. poison (+4 vs. accidently poisoning yourself), Fey Foundling: +2 vs. death, Vermin Wrangler: +2 trait bonus vs. vermin's extraordinary abilities., Resist Subterranean Corruption: +0 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations
20 = 10 +9
Touch AC
Resist
Acrobatics
Knowledge (dungeoneering)
0
Energy Resistance, Acid (5) Total
Temporary
Skill Name
74
Fleet +5 speed when lightly encumbered.
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Shield Proficiency You can use a shield and take only the standard penalties.
Damage / Current HP
Traits Chosen Child The oracles of Po Li smiled upon you when your parents claimed you were of divine right, and you were raised with privileges few Po Lians can fathom. Your starting money increases by 900 gp.
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Traits
Experience & Wealth
House of Green Mothers Pupil +1 trait bonus on Handle Animal checks.
Vermin Wrangler In gathering ingredients necessary for mind-altering drugs and other concoctions, you have become intimately familiar with the desert's many-legged pests. You gain a +2 trait bonus on Knowledge (dungeoneering) checks to identify vermin and on saving throws against vermin's extraordinary abilities.
You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tainted Spirit Fort save DC 10 + rounds of combat after combat or become fatigued.
Druid (Cave Druid) Domain (Cave)
Beaststrike club Crit: ×2 Rng: 10' 1-hand, B
Knack with Poison (Ex) Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.
Low-Light Vision A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Resist Subterranean Corruption (Ex) At 4th level, a cave druid gains a +2 bonus on saves against exceptional, supernatural, and spell-like abilities of oozes and aberrations. This ability replaces resist nature’s lure.
Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin
Spontaneous Casting
Goreclaw of Thercerrod Crit: ×2 Light, P
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.
Tremorsense (30 feet) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive
Tremorsense (Ex)
Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin
Unarmed strike
At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.
Crit: ×2 Main hand: +8/+3, 1d2 nonlethal Light, B, Nonlethal Main w/ offhand: +2/-3, 1d2 nonlethal Main w/ light off.: +4/-1, 1d2 nonlethal Offhand: +0, 1d2 nonlethal Warden of Nature: +1 bonus vs. aberrations, oozes, and vermin
+5 darkleaf cloth lamellar (leather) armor
+9
Granted Powers: The wonders and dark secrets of the deepest caves give you strength.
Lightfoot (Ex)
Ranged: +9/+4, 1d4+1 Ranged, both hands: +9/+4, 1d4+1 Ranged w/ offhand: +3/-2, 1d4+1 Ranged w/ light off.: +5/+0, 1d4+1 Ranged offhand: -1, 1d4+1 Main hand: +10/+5, 1d3+2 Main w/ offhand: +4/-1, 1d3+2 Main w/ light off.: +6/+1, 1d3+2 Offhand: +2, 1d3+2
Special Abilities Cavesight (7/day) (Sp)
Drawbacks
Main hand: +9/+4, 1d4+1 Both hands: +9/+4, 1d4+1 Main w/ offhand: +3/-2, 1d4+1 Main w/ light off.: +5/+0, 1d4+1 Offhand: -1, 1d4+1
Experience Points: 105000/155000 Current Cash: 655 gp Reputation: Fame: 10, PP: 10, 200 miles.
Max Dex: +5, Armor Check: Spell Fail: 10%, Light
Tunnelrunner (Ex) At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.
Warden of Nature Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and
Wild Empathy +10 (Ex)
A character can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result.
Wild Shape (8 hours, 3/day) (Su)
At 4th 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 beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Gear Total Weight Carried: 9/86.25 lbs, Light Load (Light: 28.5 lbs, Medium: 57 lbs, Heavy: 86.25 lbs) +5 darkleaf cloth lamellar (leather) armor Artisan's outfit (Free) Beaststrike club Goreclaw of Thercerrod Padzahr Polymorphic pouch (empty) Snapleaf
6.25 lbs 1.5 lbs 0.5 lbs 0.5 lbs -
Wild Shape (Beast Shape III: Small - Medium ooze) (Su) At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy
Wild Shape (Elemental Body III: Small - Large elemental) You may use your Wild Shape ability to become an elemental.
Spell-Like Abilities Bleed (1/day) Chill Touch (1/day) Detect Poison (1/day)
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Spell-Like Abilities Touch of Fatigue (1/day)
Tracked Resources Beaststrike club Cavesight (7/day) (Sp) Padzahr Snapleaf Wild Shape (8 hours, 3/day) (Su)
Languages Common Druidic Dwarven
Elven Gnome Sylvan
Spells & Powers Druid (Cave Druid) spells memorized (CL 10th; concentration +14) Melee Touch +8/+3 Ranged Touch +8/+3 5th—greater neutralize poison, wall of fire, wall of stoneD 4th—absorb toxicityUC, dispel magic, earth glideARG, echolocationD,UM, reincarnate 3rd—burrowUM (DC 17), cure moderate wounds, deeper darknessD, communal spider climbUC, summon nature's ally III 2nd—campfire wallAPG, groundswellARG, lesser restoration, stone callD,APG, summon nature's ally II, wild instinct 1st—cure light wounds, detect aberrationD,APG, detect snares and pits, dream feast, expeditious excavationAPG, gentle breezeACG 0th (at will)—create water, guidance, mending, resistance [D] Domain spell; Domain Cave
Sourcebooks Used • Advanced Class Guide - Gentle Breeze (spell) • Advanced Player's Guide - Campfire Wall (spell); Cave Druid (archetype); Detect Aberration (spell); Expeditious Excavation (spell); Stone Call (spell) • Advanced Player's Guide / Advanced Race Guide Warden of Nature (alternate racial trait) • Advanced Player's Guide / Ultimate Equipment Beaststrike club (weapon) • Advanced Race Guide - Dread Gnome (alternate racial trait); Earth Glide (spell); Fell Magic (alternate racial trait); Groundswell (spell); Knack with Poison (alternate racial trait) • Dirty Tactics Toolbox - Neutralize Poison, Greater (spell) • Distant Shores - House of Green Mothers Pupil (trait) • Dragon Empires Primer - Chosen Child (trait) • Heroes of the Wild - Wild Instinct (spell) • Inner Sea Gods / Rise of the Runelords Anniversary Edition - Dream Feast (spell) • Inner Sea World Guide - Fey Foundling (feat) • Kingmaker - Goreclaw of Thercerrod (weapon) • People of the Sands - Vermin Wrangler (trait) • Quests & Campaigns - Tainted Spirit (???) • Ultimate Combat - Absorb Toxicity (spell); Spider Climb, Communal (spell) • Ultimate Combat / Ultimate Equipment - Lamellar (leather) armor (armor) • Ultimate Equipment - Padzahr (equipment); Polymorphic pouch (equipment); Snapleaf (equipment) • Ultimate Magic - Burrow (spell); Cave (special ability); Echolocation (spell) • Unchained Alignment - Affirmation: Chaotic (equipment); Affirmation: Evil (equipment); Affirmation: Good (equipment); Affirmation: Lawful (equipment)
History Homeland: Unusual Homeland (City or Metropolis) Parents: Father Alive Siblings: 1 Biological, 1 Adopted Circumstance of Birth: Adopted Outside Your Race Adopted: Raised by Civilized Humanoids Theme: Barren Birth (Illegitimate) Theme: Orphaned (Illegitimate) Theme: Touched by the Gods (Unfortunate)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.