Last Updated: November 16, 2019
class: Druid/Diviner/Arcane Hierophant race: human (Chondathan)
level: 4 = 2/2/0 alignment: neutral good
xp: 9,625 deity: Chauntea
size: M age: 26 gender: female height: 5'9"
eyes: green hair: brown skin: white weight: 155 lbs
Campaign: Forgotten Realms, The House of the Summer Rose
Home Region: The Dalelands, Mistledale, Peldan's Helm
Languages: Chondathan (native), Druidic, Elven, Goblin, Sylvan
hp =
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STR: 12 +1 HP: 18 Speed: 30 ft (40 ft longstrider)
DEX: 15 +2 AC: 12 (16/20)
CON: 10 0 = 10 + 0(4) + 0(4) + 2 + 0 + 0 + 0 + 0
INT: 16 +3 base + armor + shield + dex + size + nat + deflect + misc
WIS: 14 +2 AC touch: 12
CHA: 10 0 AC flat-footed: 10 Initiative: +2
Base Attack: +1+1+0 = +2
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Total = base +Mod +magic +misc
Fortitude: +3 = 3+0+0 +0
Reflex: +2 = 0+0+0 +2
Will: +8 = 3+3+0 +2
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Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
Dawn's +4 2d6+2/ x2 - B oak, masterwork
Shillelagh (+2/+2) 2d6+1 doubleweapon
dagger +3 1d4 19-20/x2 10 ft P/S silver
+4 thr
light crossbow +4 1d8 19-20/x2 80 ft P normal
1d8-1 silver bolts
Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
Mage Armor armor +4 n/a n/a n/a n/a n/a dur = 2 hr
Shield spell shield +4 n/a n/a n/a n/a n/a dur = 2 min
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SKILLS: Total = 36+10 = 46 max = 7/3 Ability Mod Ranks Misc
+3 appraise INT +3
+2 balance DEX +2 -0 armor
+0 bluff CHA +0
+1 climb STR +1 -0 armor
+0 *+$concentration CON +0
+3 *+craft INT +3
no +$decipher script INT +3
+0 *diplomacy CHA +0
no disable device INT +3
+0 disguise CHA +0
+2 escape artist DEX +2 -0 armor
+3 forgery INT +3
+0 gather information CHA +0
+5 *handle animal CHA +0 5
+5 *heal WIS +2 1 +2 kit
+3 hide DEX +2 -0 armor/+1 forester
+5 hide, forests DEX +2 " -0 armor/+3 forester
+0 intimidate CHA +0
+1 jump STR +1 -0 armor
+8 +$knowledge, arcana INT +3 5
no +knowledge, architect/engineer INT +3
+4 +knowledge, dungeoneering INT +3 1
+4 +knowledge, geography INT +3 1
no +knowledge, history INT +3
no +knowledge, local INT +3
+12 *+knowledge, nature INT +3 5 +2 nature/+2 survival
no +knowledge, nobility/royalty INT +3
+4 +$knowledge, religion INT +3 1
no +knowledge, the planes INT +3
+12 *listen WIS +2 7 +2 alertness/+1 forester
+14 *listen, forests WIS +2 " +2 alertness/+3 forester
+3 move silently DEX +2 -0 armor/+1 forester
+5 move silently, forests DEX +2 " -0 armor/+3 forester
no open lock DEX +2
+0 perform CHA +0
no *+$profession WIS +2
+5 *ride DEX +2 1 +2 handle animal
+3 search INT +3
+2 $sense motive WIS +2
no sleight of hand DEX +2 -0 armor
+12 *+$spellcraft INT +3 7 +2 arcana
+14 *+$spellcraft, learn divination INT +3 " +2 arcana/+2 diviner
+12 *spot WIS +2 7 +2 alertness/+1 forester
+14 *spot, forests WIS +2 " +2 alertness/+3 forester
+15 *spot, shadows WIS +2 " +2 alertness/+1 forester/+3 owl
+17 *spot, shadowy forests WIS +2 " +2 alertness/+3 forester/+3 owl
+10 *survival WIS +2 5 +2 nature/+1 robe
+12 *survival, natural aboveground WIS +2 " +2 nature/+1 robe/+2 know nature
+1 *swim STR +1 -0 armor x2
no tumble DEX +2 -0 armor
no use magic device CHA +0 (+2 w. scrolls)
+2 use rope DEX +2
n/a speak languages n/a 0 cc
* = druid, + = diviner, $ = mystic theurge
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SPECIAL ABILITIES / FEATS
Armor: light, medium (no metal = leather, padded, hide)
Shields: wooden only (no tower shields)
Weapons: club, dagger, dart, quarterstaff, scimitar, sickle,
shortspear, sling, spear, natural weapons
light crossbow, heavy crossbow
DIVINER
- prohibited school is necromancy
- gains bonus divination spells
- spellcraft = +2 when learning divination spells
- Scribe Sroll
- Summon Familiar: Owl (grants alertness and spot +3 in shadows)
DRUID
- Animal Companion: Owl
- Spontaneous Casting: "summon nature's ally"
- Nature Sense: survival and know nature = +2
- Wild Empathy: 1d20 + druid + CHA + handle animal = 1d20+2+0+2 = 1d20+4
- Woodland Stride: move through undergrowth at normal move
Forester (human bonus feat/regional feat)
- hide, listen, move silently and spot = +1 bonus, +3 bonus when in forests
Two-Weapon Fighting (1st level bonus feat)
- primary hand = -4 to hit, off-hand = -4 to hit
- primary hand = -2 to hit, off-hand, if light = -2 to hit
Track (3rd level bonus feat)
- survival role to follow tracks
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DRUID SPELLS - caster level = 2
0: 4 1: 2+1b 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0
DC
0: 12 dawn (SC), guidance, light, resistance
1: 13 calm animals, entangle, longstrider
(summon nature's ally I)
DIVINER SPELLS - caster level = 2
0: 4+1d 1: 2+1b+1d 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0
DC
0: 13 mage hand, message, open/close, prestidigitation, read magic
1: 14 mage armor, shield, sleep, true strike
potions/scrolls/wands
0: detect magic, resistance
1: color spray, comprehend languages, detect secret doors, disguise self, entangle
faerie fire, mage armor, obscuring mist, produce flame, shield, speak with animals
2: invisibility
DAWN'S SPELLBOOK #1: Level 0 and Level 1 Spells (32/100 pages)
Level 0 = 17 pages
(1/1) Abjur: resistance
(1/1) Conj: acid splash
(3/3) Div: detect poison, detect magic, read magic
(1/1) Ench: daze
(4/4) Evoc: dancing lights, flare, light, ray of frost
(1/1) Illus: ghost sound
(4/4) Trans: magehand, mending, message, open/close
(2/2) Univ: arcane mark, prestidigitation
Level 1 = 15 pages
(2/5) Abjur: alarm, shield
(1/6) Conj: mage armor
(4/5) Div: comprehend languages, detect secret doors, identify, true strike
(1/3) Ench: sleep
(3/4) Evoc: burning hands, magic missile, Tenser's floating disk
(4/5) Illus: color spray, disguise self, silent image, ventriloquism
(0/8) Trans:
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GEAR Total WT= 18.5 + 25.5 = 44
load: light = 43 medium = 86 heavy = 130
WT Item
--- ---------------------
0 explorer's outfit
1 silver holy symbol: Chauntea (25 gp)
0 HEAD: OPEN SLOT
0 FACE: OPEN SLOT
0 THROAT: OPEN SLOT
0 SHOULDER: OPEN SLOT
0 BODY: OPEN SLOT
1 TORSO: Woodland Tunic (100 gp)
- grant +1 competence bonus on Survival checks
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
0 ARMS: OPEN SLOT
0 HANDS: OPEN SLOT
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
4 Shillelagh of the Dawn (4,900 gp)
- oak quarterstaff, masterwork/masterwork (600 gp)
- permenantly enchanted the staff with Shillelagh (+4,000 gp)
- In the hands of non-druid, Shillelagh is simply an oak staff that
is masterwork at each tip with an enhancement bonus of +1 to hit.
- In the hands of a druid, Dawn's Shillelagh gains a +1 enhancement
bonus to hit and damage, and its baseline damage is 2d6 at each tip.
- cast Dawn, swift action, 15 ft radius burst, once/day
All sleeping creatures awaken. Those who are unconscious because of
nonlethal damage wake up and are staggered. This spell does not
affect dying creatures.
1 silver dagger (22 gp)
4 light crossbow (35 gp)
1 quiver
- cold iron bolts = 5 (2 sp each)
- silver bolts = 5 (2 gp each)
1 potion belt, masterwork = 1/10 vials (60 gp)
- retrieving a potion/vial is a free action once per round
0 - vial of black ink (8 gp)
2 spell component pouch (5 gp)
0.5 belt pouch (1 gp)
0 - inkpen (1 sp)
0 - flint and steel (1 gp)
1 - coins and gems
0.5 belt pouch (1 gp)
0 - holly and mistletoe
0.5 scroll case
0 - x2 Arcane Scroll: mage armor, caster level = 1 (25 gp)
0 - x2 Arcane Scroll: shield, caster level = 1 (25 gp)
0.5 scroll case
0 - x1 Arcane Scroll: color spray, SL = 1, CL = 1 (25 gp)
0 - x1 Arcane Scroll: comprehend languages, SL = 1, CL = 1 (25 gp)
0 - x1 Arcane Scroll: detect secret doors, SL = 1, CL = 1 (25 gp)
0 - x1 Arcane Scroll: disguise self, SL = 1, CL = 1 (25 gp)
0 - x1 RW Arcane Scroll: detect magic, SL = 0, CL = 1 (12.5 gp)
0 - x1 RW Arcane Scroll: resistance, SL = 0, CL = 1 (12.5 gp)
0.5 scroll case
0 - x1 Divine Scroll: entangle, SL = 1, CL = 1 (25 gp)
0 - x1 Divine Scroll: faerie fire, SL = 1, CL = 1 (25 gp)
0 - x1 Divine Scroll: obscuring mist, SL = 1, CL = 1 (25 gp)
0 - x1 Divine Scroll: produce flame, SL = 1, CL = 1 (25 gp)
0 - x1 Divine Scroll: speak with animals, SL = 1, CL = 1 (25 gp)
0 Wand of Lesser Vigor (15 gp/charge = 750 gp)
- command word in Sylvan = "Blossum", charges = 50
- heals 1 hp/round for 11 rounds (heals 11 hp)
- bears mark of Chauntea
0 Wand of Invisibility (90 gp/charge = 1,440 gp)
- command word = "POOF!", charges = 16
2 backpack (2 gp)
4 - waterskin (1 gp)
10 - trail rations, 10 days (5 gp)
5 - bedroll (1 sp)
3 - Dawn's Spellbook #1
1 - healer's kit, 10 uses (50 gp)
0.5 - scroll case (1 gp)
0 - 10 sheets of parchment (2 sp each)
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TREASURE
pp = tiger eye gems (10 gp each, x5)
gp = 22
sp =
cp =
==============================================================================
In Room:
pp = ivory unicorn statuette (55 gp)
gp = silver-embroidered shawl (30 gp)
sp = jade dolphin ornaments (75 gp each) x2
cp = quiver & 10 bolts x2
quiver
- cold iron bolts = 5 (2 sp each)
- silver bolts = 5 (2 gp each)
==============================================================================
SPECIAL NOTES:
Arcane hierophant - races of the wild 108
Entry Requirements
Alignment: Any nonlawful.
Base Attack Bonus: +4.
Skills: Knowledge (arcana) 8 ranks, Knowledge (nature) 8 ranks.
Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.
Special: Trackless step class feature.
Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal,
Knowledge (arcana), Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.
@ 5th level = druid 3/diviner 2/Arcane hierophant 0
- handle animal +3 = 8, listen +1 = 8, spot +1 = 8, survival +3 = 8
@ 6th level = druid 3/diviner 3/Arcane hierophant 0
- knowledge, arcana = 8, current = 5 6th level (+3 skill)
- knowledge, religion = 8, current = 5 6th level (+3 skill)
- trackless step class feature 5th level
- cast 2nd level divine spells 5th level
- cast 2nd level arcane spells 6th level
@ 7th level = druid 3/diviner 3/Arcane hierophant 1
- cast spells - diviner = 3 + 1 = 4
- cast spells - druid = 3 + 1 = 4
- Ignore Arcane Spell Failure if nonmetallic light or medium armor
- wildshape = druid 3 + 1 = 4 (so nothing until = 5)
- Companion Familiar = abilities of druid animal companion + wizard familiar
- as druid animal companion = 3 + 1 = 4, and
- as wizard familiar = 3 + 1 = 4
As an Arcane hierophant = 8 skill points/level focus on:
- Concentration, Diplomacy, Handle Animal, Knowledge (arcana or nature),
Listen, Spellcraft, Spot, Survival
@ 8th level = WIS +1 = 15
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items to get
------------
Heward's Handy Haverdsack (2,000 gp)
Woodland Tunic (add following enchantments)
- DEX +1 (1,000 gp)
- WIS +1 (1,000 gp)
- Natural Armor Class +1 (2,000 gp)
- get lesser weapon crystals
- truedeath x2 (1,000 gp each)
- demolition x2 (1,000 gp each)
- fiendslayer x2 (1,000 gp each)
get dragoncrafted breastplate (6,700 gp)
- light armor, energy resistane = 5
- AC = +5, max dex = +3, AC check = -2, spell failure = 0%, MV = 30 ft, wt = 30 lbs
- reinforced - AC +1, wt = +3, cost = +1,000 gp
- segmented - max dex = +1, cost = +200 gp
- enchant +1 AC bonus = +1,000 gp
- turn into Chromatic Breastplate with energy resistance = 5 for fire, cold, electricty and acid
- add armor crystals
Arcane Scrolls to make:
- alarm
- shield
- mage armor
- comprehend languages
- detect secret doors
- true strike
- sleep
- burning hands
- magic missile
- Tenser's floating disk
- color spray
- disguise self
- silent image
- ventriloquism
Divine Scrolls to make:
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Your speed increases by 10 ft.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Obscuring Mist: Fog surrounds you.
- Pass without Trace: One subject/level leaves no tracks.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Speak with Animals: You can communicate with animals.
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Mystic Theurge Prestige class - DMG 192
Requirements
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
@ 5th level = druid 3/diviner 2/mystic theurge 0
- handle animal +3 = 8, listen +1 = 8, spot +1 = 8, survival +3 = 8
@ 6th level = druid 3/diviner 3/mystic theurge 0
- knowledge, arcana = 6, current = 5 6th level (+1 skill)
- knowledge, religion = 6, current = 1 6th level (+5 skill)
- cast 2nd level divine spells 5th level
- cast 2nd level arcane spells 6th level
@ 7th level = druid 3/diviner 3/mystic theurge 1
As a mystic theurge = 6 skill points/level focus on:
- concentration, decipher script, sense motive, spell craft
@ 8th level = WIS +1 = 15
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